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Argroww

Caveman2Cosmos

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And they answered my question about the saves

 

yes, you'll just need to say yes to the modifier recalc

 

So you might be able to continue with that game that you had to halt

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Any ideas on what's new in V23.

 

And I doubt I'll be able to continue my game on the Large map....I reckon I know what was wrong.....simply a memory issue, too many units in the game for my poor little laptop to cope with, it's not really something the C2C modders can stop, the only way to do it is to stop the AI from liking SoDs as much as it does, which I believe is an inherent game flaw that comes from the original AI coding itself. You'd have to give the AI a reason not to build lots of units, which if you have the finances for it and a reason to (like war) why wouldn't you build as many units as you can....how do you tell an AI to stop building units beacuse the human player's laptop might crash?

 

On the other hand it *could* have been something else, to be honest I haven't tried going back into that game just to make sure, I started a new game on a standard sized map.....then found that I no longer had the opportunity to sit and play civ for hours!!

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Here is a list of up to date/ongoing changes http://forums.civfanatics.com/showthread.php?t=429816&page=125

Here is how to get civ to use more then 2gb or ram aka 3gb switch http://forums.civfanatics.com/showthread.php?t=224178

 

I don't think c2c is very stable for MP, you will OOS alot, and the game plays much better on snail, and anything lower than immortal I find too easy, so ill pass on pbem thx tho.

Its also more fun customizing the game You want it to be.

 

Not sure what version ur using at the moment but u'll find v23 will be a huge improvement even over v22.1 especially when it comes to turn times, memory leaks and general stability.

Oh and v23 should be out in a couple of days i'd say. They are pretty much done. Just keep checking it out.

 

*edit* yes saves are fully compatible between versions.

Edited by sgtslick

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Version 23 is just about live. They have the file ready, but it's too big (900M or so) to upload where they've been uploading it too, so they are trying to find some place else to upload it. Once that's done, it will be available.

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They had to split the files up, here are the download links for both parts

 

 

http://www.gamefront.com/files/21686577/Caveman2Cosmos+v23+Part+1.7z

 

http://www.gamefront.com/files/21686300/Caveman2Cosmos+v23+Part+2.7z

 

[EDIT]

o.k., when strategyonly split the files and packed them up, he did a slight boo-boo. The Part 2 files get extracted to "part 2/caveman2cosmos" instead of "part 2/caveman2cosmos/assets". These 8 files (the dll, dll backup and 6 FPK files) need to be in the BtS/Mods/C2C/assets subfolder for the game to work correctly.

 

The part 1 files will extract into "Part 1/Caveman2Cosmos/" and in the various subfolders that they are supposed to be in. Move the Caveman2Cosmos Folder with the subtrees/files over to the BtS/Mods folder in the Main game Program files area.

 

Then, when you extract part 2, move those 8 files into the Assets folder of the mod. That should get you going...[/edit]

 

[2nd EDIT]

This link tells you how to manually set up the ini files and the shortcuts so that you don't lose your settings every time you play C2C and then go back to unmodded BtS.

 

http://forums.civfanatics.com/showpost.php?p=11371474&postcount=4682

 

You might want to rename your C2C folder to include 23 (Caveman2Cosmos23). That way, when you get a newer version that you want to play in SP but don't want to mess up your ongoing MP game, then you just put that into a separate folder with the newer version number at the end. Then, you use the above instructions to make another shortcut to the new version and your good to go...

[/edit]

Edited by E_T

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Civ4 crashes to desktop every time I try to start a game of this.

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Did you get the mod loaded? Both files? Or had you gotten to a point of creating a game?

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...

 

NEW CHANGES for v23

 

Changes this version are so much different and way BETTER that i had to put this version out early, some of them are:

 

 

 

StrategyOnly v23 Changes

 

Added Raft Building to Prehistoric Era

Changed

- Boat Building = Tanning AND Trap Fishing, Raft Building

- Ceremonial Burial = Bead Making AND Shamanism

- Naturopathy = Poison Crafting

- Sewing = Personal Adornment AND Weaving

Added Ainu Civ, per personal request

Added the Maori Civ, personal request

Changed Flag and Buttons for Lower Sioux done by dacubz145

Added Dinnehih Civ (Navajo)

 

Changed and Added techs

- Agriculture = Sedentary Lifestyle AND Slash and Burn

- Fermentation = Orchards AND Pottery

- Megalith Construction = Mysticism AND Slavery

- Polytheism = Dualism AND Masonry AND Sacrifice Cult

- Sailing = Boat Fishing AND Trade

- Sedentary Lifestyle = Chiefdom AND Livestock Domestication AND Megalith Construction

added these ...

Road Building

Req Techs: Trade AND Masonry AND Monarchy

Location: X29 Y11

Special: Enables Roads

 

Concrete

Req Techs: Construction AND Road Building AND Glass Working

Location: X31 Y5

 

Mosaic Working

Req Techs: Aesthetics AND Concrete

Location: X33 Y11

 

Paved Roads

Req Techs: Mosaic Working AND Machinery

Location: X34 Y11

Special: Enables Paved Roads

 

Also Changed ...

City Planning

Req Techs: Road Building AND Writing

 

Engineering

Req Techs: Paved Roads AND Canal Systems

 

changed icon for raftbuilding

deleted weaving from raft building tech

tweaks

Plantation Improvement moved to "Orchards" tech.

 

Bananas enabled at Orchards.

 

Apples enabled at Orchards.

 

Olives enabled at Orchards.

 

Pigs enabled at Livestock Domestication.

 

Sheep enabled at Livestock Domestication.

 

Hemp (Cannabis) enabled at Drug Trade.

 

Sugar enabled at Spice Trade.

 

Spices enabled at Spice Trade.

 

Tea enabled at Spice Trade

Added Tibet Civ by personal request

Enabled the following resources at Natruopathy

- Apples

- Almonds

- Bananas

- Figs

- Lemons

- Mango

- Papaya

- Wine

Re-named "Wine" to "Grapes". Note it will still have the tag of BONUS_WINE but will read "Grapes" instead.

 

Oratory

Req Techs: Priesthood

Location: X25 Y7

 

Code of Laws

Req Techs: Writing AND Monarchy AND Oratory

 

Drama

Req Techs: Literature AND Aesthetics AND Combat Sports AND Folk Dance AND Oratory

 

fixed: reported by Sleeeper

Dualism changed from <iGridY>8</iGridY> to <iGridY>9</iGridY>

fixed pink btn for Oratory

Replaced Static LH's for Menzies and Trudeau

Added Upaajut Civ (Canada)

Changed Hero Canute from Bonus Dutch to Viking

Changed Preq for Engineering from Caste System to Waterworks

 

Changed a few techs around: Almost all based on Vokarya's in-put, thx.

Classical Era

- Ancient Ballistics = Construction AND Oil Lamps AND Ship Building

- Ancient Medicine = Code of Laws AND Gardening

- Construction = Mathematics AND Monarchy

- Democracy = Alphabet AND Code of Laws AND Currency AND Mathematics

- Insurance = Code of Laws AND Currency

- Iron Working = Lead Working AND Monarchy

- Monarchy = Bronze Working AND Monotheism

- Spice Trade = Calendar AND Salt Processing

- Weather Lore = Cloud Patterns AND Philosophy

Medieval Era

- Acoustics = Education AND Music

- Agricultural Tools = Feudalism AND Floristry AND Machinery

- Armored Cavalry = Armor Crafting AND Elephant Riding AND Invention AND Stirrup

- Civil Service = Feudalism AND Mathematics

- Compass = Sailing AND Clockworks AND Education

- Crop Rotation = Calendar AND Feudalism AND Floristry

Renaissance Era and tweaks

- Gunpowder = Education AND Invention

- Humanism = Music AND Political Philosophy AND Printing Press

- Mercantilism = Divine Right AND Drug Trade AND Navigation

- Navigation = Astrolabe AND Cartography

- Photography = Chemistry AND Physics AND Printing Press

- Printing Press = Invention AND Paper AND Education

- Realism = Liberalism AND Photography AND Romanticism

- Scientific Method = Chemistry AND Printing Press AND Physics

Industrial Era and tweaks

- Antibiotics = Medicine AND Steam Power

- Artillery = Explosives AND Semi-Automatic Weapons

- Automatic Weapons = Industrialism AND Trench Warfare)

- Flight = Balloon Warfare AND Combustion

- Mass Transit = Communism AND Motorized Transportation

- Motorized Transportation = Advanced Metallurgy AND Bicycles

- Steam Power = Physics AND Replaceable Parts AND Scientific Method

- Submarine Warfare = Advanced Metallurgy AND Automatic Weapons

- Thermodynamics = Weather Forecasting AND Steam Power

Modern Era tweaks

- Climate Models = 3D Modeling AND Ecology AND Long-Range Forecasting

- Ecology = Agricultural Engineering AND (Nuclear Power OR Solar Power)

- Gene Manipulation = Genetics AND Globalization

- Genetics = Superconductors AND (Modern Health Care OR Paleontology)

- Naval Aviation = Amphibious Warfare AND Aviation AND Radar

- Recycling = Ecology AND Globalization

- Unmanned Air Vehicles = Communication Networks AND Modern Warfare

- Virtual Reality = 3D Modeling AND Extreme Sports

Trans-Human Era Tweaks

- Automated Traffic = Knowledge Management AND Neural Networks

- Metamaterials = Nanotechnology AND Stealth

- Quantum Teleportation = Fiber Optics AND Superstring Theory

- Skyroads = Artificial Intelligence AND Automated Traffic AND Unmanned Air VehiclesDang it, it started a new post . . .

Galactic Era tweaks

- ACNP Propulsion = Interstellar Trade AND Quantum Computing

- Cryogenics = Homo Superior AND Smart Drugs

- Lunar Trade = Mass Driver AND Planetary Economics AND Solar Propulsion

- Megastrong Alloys = Singularity Stabilization AND Weaponized Antimatter

- Sentient Earth = Artificial Life AND Terra Computer

- Smart Dust = Nanoelectronics AND Wireless Electricity

- Weather Control = Climate Models AND Terra Computer

Renamed the existing Constitution tech to Charters and created a new Constitution tech:

Charters

Location: X39 Y9

Req Techs: Philosophy AND Democracy AND Feudalism

 

Changed ...

 

Constitution

Location: X50, Y5

Req Techs: Nationalism AND Social Contract

 

Divine Right

Req Techs: Political Philosophy AND Fundamentalism AND Papacy AND Gunpowder AND Charters

 

Representative Democracy

Req Techs: Printing Press AND Constitution

 

New Techs:

 

Counting

Req Techs: Carving AND Ritualism

Location: X10 Y13

Cost: Same as Ritualism

 

Arithmetic

Req Techs: Barter AND Petroglyphs

Location: X17 Y7

Cost: Same as Barter

 

Geometry

Req Techs: Mathematics AND Sundial

Location: X31 Y7

Cost: Same as Mathematics

 

Changed ...

 

Barter

Req Techs: Tribalism AND Bead Making AND Counting

 

Megalith Construction

Req Techs: Slavery AND Mysticism AND Arithmetic

 

Mathematics

Req Techs: Writing AND Arithmetic

 

Aesthetics

Req Techs: Sericulture AND Sculpture AND Alphabet AND Geometry

Added Apache Civ

Added Red Cloud to Native America LH (Sioux) personal request

 

Big Prehistoric tech changes:

 

Herbalism

Location: X3 Y15

 

Shelter Building

Location: X4 Y1

 

Basketry

Location: X4 Y3

 

Tool Making

Location: X4 Y7

 

Trapping

Location: X5 Y7

 

Natural Pigments

Location: X6 Y15

Req Tech: Herbalism AND Stone Tools AND Fire Making

 

Prehistoric Music

Location: X5 Y17

 

Prehistoric Dance

Location: X5 Y19

 

Flint Knapping

Location: X11 Y11

 

Ritualism

Location: X6 Y19

 

Fire Making

Location: X3 Y11

Req Tech: Gathering

 

Cooking

Location: X4 Y11

 

Carving

Location: X7 Y11

Req Tech: Chopping AND Scraping

 

Counting

Location: X8 Y17

 

Bone Working

Location: X8 Y9

Req Tech: Carving AND Skinning AND Piercing

 

Wood Working

Location: X8 Y7

Req Tech: Carving AND Piercing

 

Cultural Identity

Location: X7 Y19

 

Carpentry

Location: X11 Y3

 

Trap Fishing

Location: X9 Y5

 

Raft Building

Location X12 Y3

 

Tribalism

Location X12 Y17

 

Petroglyphs

Location X8 Y15

 

Personal Adornment

Location X9 Y13

 

Sewing

Location X10 Y13

Req Tech: Personal Adornment AND Skinning

 

Hunting

Location X13 Y13

 

Tanning

Location X14 Y13

 

Tattoos

Location X13 Y17

 

Warfare

Location X14 Y15

 

Bead Making

Location X10 Y15

 

Barter

Location X13 Y15

 

Shamanism

Location X13 Y19

 

Poison Crafting

Location X14 Y11

 

Canine Domestication

Location X14 Y9

 

Arithmetic

Location X14 Y17

 

Chiefdom

Location X15 Y15

 

Ceremonial Burial

Location X14 Y19

 

Nauropathy

Location X15 Y11

 

Boat Building

Location X15 Y3

 

Boat Fishing

Location X16 Y1

 

Spear Fishing

Location X11 Y5

 

Slash and Burn

Location X4 Y13

 

Stone Tools

X5 Y9

 

New Techs ...

 

Portable Shelters

Location: X6 Y5

Req Techs: Shelter Building AND Tracking

 

Chopping

Location: X6 Y7

Req Techs: Stone Tools

 

Piercing

Location: X6 Y9

Req Techs: Stone Tools

Cost: Same as Stone Tools

 

Scraping

Location: X6 Y11

Req Techs: Stone Tools

 

Skinning

Location: X5 Y11

Req Techs: Scraping AND Tracking

 

Heat Treatment

Location: X9 Y11

Req Techs: Cooking AND Wood Working

 

Hafting

Location: X9 Y7

Req Techs: Wood Working

 

Chopping

Location: X7 Y7

 

Heat Treatment

Location: X10 Y11

 

Microlith

Location: X10 Y1

 

Stone Building

Location: X11 Y1

 

Hunting

Location: X6 Y7

 

Tanning

Location: X12 Y15

 

Barter

Location: X12 Y17

 

Tattoos

Location: X10 Y13

 

Warfare

Location: X12 Y11

 

Poison Crafting

Location: X7 Y13

 

Nauropathy

Location: X8 Y13

 

Arithmetic

Location: X13 Y17

 

Tribalism

Location: X14 Y9

 

Chiefdom

Location: X15 Y9

Req Techs: Tribalism AND Warfare AND Tattoos

 

Canine Domestication

Location: X7 Y5

 

Portable Shelters

Location: X6 Y3

 

Mysticism

Location: X15 Y19

Special: Changed to Prehistoric Era Tech

 

Slavery

Location: X13 Y11

Special: Changed to Prehistoric Era Tech

 

Megalith Construction

Location: X16 Y19

Special: Change to Prehistoric Era Tech

 

Livestock Domestication

Location: X15 Y11

Req Techs: Canine Domestication AND Tanning AND Tribalism

Special: Changed to Prehistoric Era Tech

 

Poultry Domestication

Location: X16 Y11

Special: Changed to Prehistoric Era Tech

 

Elephant Riding

Location: X16 Y13

Special: Change to Prehistoric Era Tech

 

Equine Domestication

Location: X16 Y15

Special: Changed to Prehistoric Era Tech

 

Horseback Riding

Location: X17 Y15

Special: Changed to Prehistoric Era Tech

 

Camel Riding

Location: X18 Y15

Special: Changed to Prehistoric Era Tech

 

Megafauna Domestication

Location: X17 Y13

Special: Changed to Prehistoric Era Tech

 

Falconry

Location: X17 Y11

Special: Changed to Prehistoric Era Tech

 

Obsidian Weapons

Location: X13 Y13

Special: Changed to Prehistoric Era Tech

 

Sedentary Lifestyle

Location: X19 Y9

 

Folk Music

Location: X20 Y17

Req Techs: Sedentary Lifestyle

 

Folk Dance

Location: X20 Y19

Req Techs: Sedentary Lifestyle

 

Archery

Location: X20 Y11

 

Obsidian Weapons

Req Techs: Flint Knapping AND Warfare AND Tanning AND Axe Making

 

Agriculture

Location: X20 Y9

 

Sacrifice Cult

Location: X20 Y13

 

Apiculture

Location: X21 Y13

 

Pottery

Location: X21 Y11

 

Orchards

Location: X21 Y9

 

Caste System

Location: X20 Y15

Req Techs: Sedentary Lifestyle

 

Priesthood

Location: X21 Y15

 

Fermentation

Location: X22 Y9

 

Sailing

Location: X17 Y1

Special: Change to Prehistoric Era Tech

 

Naval Warfare

Location: X21 Y1

 

Piracy

Location: X23 Y1

 

Mining

Location: X22 Y7

 

Masonry

Location: X23 Y5

 

Lead Working

Location: X23 Y7

 

Copper Working

Location: X23 Y9

 

Candle Making

Location: X22 Y5

 

The Wheel

Location: X22 Y3

 

Oratory

Location: X22 Y13

 

Dualism

Location: X22 Y15

 

Ancestor Worship

Location: X22 Y11

 

Oil Lamps

Location: X23 Y3

 

Stargazing

Location: X23 Y11

 

Trade

Location: X24 Y3

 

Salt Processing

Location: X24 Y5

 

Sculpture

Location: X24 Y7

 

Metal Casting

Location: X24 Y9

 

Plough

Location: X24 Y11

 

Chariotry

Location: X24 Y13

 

Irrigation

Location: X25 Y11

 

Writing

Location: X25 Y3

 

Sericulture

Location: X25 Y5

 

Sundial

Location: X25 Y7

 

Polytheism

Location: X24 Y15

 

Seafaring

Location: X25 Y1

Req Techs: Piracy AND Trade

 

Bronze Working

Location: X25 Y9

 

Monotheism

Location: X26 Y3

 

Military Training

Location: X26 Y9

 

Gardening

Location: X26 Y11

 

And last but not least moving entire columns over.

 

All X29 techs to X27 column.

 

All X30 techs to X29 column

 

Seafaring

Req Techs: Piracy AND Trade

 

Fire Making(TECH_THE_FIRE)

Location: X13 Y1.

 

Binding

Location: X9 Y11

Req Techs: Weaving AND Skinning

 

Earth Oven

Location: X14 Y5

Req Techs: Fire Making AND Cooking

Tweaked...

 

Fire Making

Location: X13 Y7

 

Slash and Burn

Location: X14 Y7

 

Composite Tools

Req Techs: Simple Wood Working AND Bone Working AND Binding

 

Hunting

Req Techs: Cooking AND Trapping

 

Portable Shelter

Location: X12 Y1

Req Techs: Hunting AND Stone Building AND Composite Tools

 

Pottery

Req Techs: Mining AND Earth Oven

Added ....

 

Adhesives

Location: X9 Y13

Req Techs: Natropathy AND Natural Pigments AND Bone Working

 

Bark Working

Location: X11 Y3

Req Techs: Simple Wood Working AND Personal Adornment AND Shelter Building

 

Tweaked ...

 

Pottery

Req Techs: Earth Oven AND Agriculture

 

Composite Tools

Req Techs: Adhesives AND Simple Wood Working AND Binding

 

Personal Adornment

Req Techs: Binding AND Adhesives

 

Fine Edge Tools

Req Techs: Carving AND Piercing

 

Flint Knapping

Req Techs: Fine Edge Tools AND Heat Treatment

 

Wood Working

Req Techs: Axe Making and Bark Working

 

More Techs

 

Ground Stones

Location: X5 Y15

Req Techs: Herbalism AND Hard-Hammer Percussion

 

Atlatl Making

Location: X13 Y5

Req Techs: Spear Fishing AND Wood Working

 

Harpoon Making

Location: X17 Y3

Req Techs: Atlatl Making AND Boat Fishing

 

Changed ...

 

Natural Pigments

Tech Req: Ground Stones AND Controlled Fire

 

Archery

Tech Req: Sedentary Lifestyle AND Obsidian Weapons AND Atlatl Making

 

Whaling

Tech Req: Oil Lamps AND Optics AND Harpoon Making

 

Camel Riding

Change Name To: Camel Domestication

Tech Req: Livestock Domestication

Location: X16 Y17

 

Elephant Riding

Change Name To: Elephant Domestication

Tech Req: Livestock Domestication

Location: X16 Y17

 

Horseback Riding

Change Name To: Animal Riding

Tech Req: Equine Domestication OR Camel Domestication OR Elephant Domestication

 

Megafauna Domestication

Tech Req: Equine Domestication AND Camel Domestication AND Elephant Domestication

 

Added City name to Navajo (Thx DH)

Coyotero

Waicuri

 

Dancing Hoskuld v23 Changes:

 

- Sabretooth and Zebra subdued units now also go back to the nearest city instantly.

- Subdued mammoths now go to nearest city instantly.

- All mammoth unit XML now in the same place.

- Beast Master by SaibotLieh added. This means new Tamed Lion, Tamed Wolf and Tamed Bear only

- Adjusted :gold: return from Wembley Stadium to one tenth of what it was

- Fix Tropical Coast button

- Beastmaster tamed animals strength increased, made national units and can be traded.

- Megafauna made national units (except zebra units) and made tradeable

- Three new antelopes one Asian two African.

- Sea creatures don't spawn until 5000BCE

- Unitclass for new antelopes

- Game text for new antelopes

- Add unit combat classes for Sea Animals and Diplomats

- Sea Creatures now have new combat class so that they can get promotions relevant to them.

- New buttons for the Sea Creature promotions. (No promotions yet).

- New building and unit for Oratory tech. (The unit can't be built or used yet.)

- Adjust geographic spawn for some animals.

- Change locust spawn start date and reduce frequency.

- Fix Hawk Hut button.

- Move map new resource game text into core.

- Remove donkey art from donkey folder since it is now in core.

 

 

Hydro v23 Changes:

 

- Fixed Riot Control Promotions

- Tweaked Casino and Gambling Hall.

- Changed Culture requirements ...

Aka = Potatoes

Cherokee = Pumpkin

Huron = Deer

Incan = Potatoes

Nootka = Fish

Tupi = Squash

- Moved Paved Roads building to Paved Roads tech

- Added 20 new culture resources

- Moved Whale Shrine to Shamanism tech

- More wild Rhinos but only if you play with Alt_Timelines Rhinoceros on

- Set all Culture Wonders to <iConquestProb> 100, <bNeverCapture> 0, and <bNukeImmune> 1

- Tweaked Paved Roads building.

- Added Trails and Roads buildings.

- Added Tavern, Pub, Dive Bar and Galactic Cantina

- Luba Culture moved to Trade tech.

- Polish Culture moved to Heraldry tech.

- Fixed the Bar buildings.

- Moved Austrian, Portuguese and Spanish to Heraldry tech

- Added 6 NEW Science Buildings

- Reduced cost of Science buildings across the board

- Added 5 more types of Crimes.

- Moved Imu to Earth Oven tech.

- Added an Post-Apocalypse folder to the Alt-Timeline folder

- Added Firearms resource.

- Added Gunsmith building.

- Moved Resin resource to Adhesives tech.

- Moved Tar resource to Adhesives tech.

- Moved Tarpit building to Adhesives tech.

- Moved Rope resource to Binding tech.

- Moved Rope Weaver's Hut to Binding tech.

- Moved Rope Factory to Binding tech too.

- Moved Boomerang Thrower to Simple Wood Working tech.

- Moved Slinger to Binding tech.

- Added Captured Fire, Stick Gatherer, Rock Gatherer, Wig Shop and Officium.

- Moved Charcoal resource to Controlled Fire tech

 

 

Koshling v23 Changes:

 

Fixed CTD on spy nuking

Fixed incorrect espionage mission success chance in hover text

Fixed overflow in cultural calculations leading to negative culture in plots

 

  • Moved the AI pathing option from player options to a BUG option (in the general tab)
  • Added another option (also in the BUG options general tab) to auto-end turns in which there are no human decisions to be made

 

The first of these changes will remove the problem of incompatibility when switching between different mods. However, it does mean there is a ONE-OFF options incompatibility vs recent SVN versions, so SVN users will lose their options once more (only) as they switch to this.

 

The second change is to make the phenomenon of 'just press ENTER' turns a little easier to skip over, especially in early pre-historic. Basically with this option set, the turn will auto-end (without you needing to press enter) on any turn in which none of the following occurred:

  • You had a non-automated unit to move
  • A unit of yours was attacked
  • You had to interact with a popup (e.g. - choose new research)
  • Any diplomacy occurred in which you were involved
  • Any 'the enemy has been spotted' messages occurred

  • Improved performance of civic evaluation in the early game when few choices are available
  • Improved performance of Python canBuild callbacks (basically this is Great Farmer stuff which has a quite high peruturn overhead regardless of whether there are any Great farmers in the game)
  • Improved performance of city founding location evaluation
  • Fixed a small memory leak and a few holes in memory leak detection

Pushed an AI/hunt/explore automation tweak to prevent suicide attacks on occupied goodie huts.

  • Fixed crash when a unit gets -100% to city attack
  • Made changes to enemy pwer evaluation to alleviate the start-as-minors issues (hopefully)

  • Tweaked AI civic evaluation (see AI suggestions thread)
  • Fixed bug with recalculating modifiers when one of more cities are running processes (research etc.)

Pushed a fix to AI suicide attacks (at least one category of them)

Fixed potential negative research

Fixed incorrect assessment of danger when multiple enemy stacks are involved

Fixed incorrect assessment of likely outcomes in fights involving large stacks

Fixed potential pathing bug (for humans only, but whether using AI pathing or not) that might explain occasional weird paths across water that have been observed

Fixed lack of translation of tech ids for player research queues on game load (across changes to the tech tree)

Fixed AI handling of multiple research

Made multiple research code robust against mal-translated tech ids, which could lead to hangs or very slow processing

Partial implementation of AI unit production tendering to allow cities to build units for one another. Not yet activated in this build.

 

 

AIAndy: v23 Changes

 

Added Property Change to Customizable Domestic Advisor

  • Outcomes can now create +1 temporary happiness (iHappinessTimer).
  • Added the possibility for outcomes to change properties in the city (Properties tag similar to specifying flammability on buildings).
  • Added PrereqCivic to outcome type.

 

Added different costs to outcome missions:

  • bKill to determine if the unit is consumed (default true)
  • iCost makes the mission cost gold
  • PropertyCost adds a cost in properties to the mission (PayerType determines which game object type associated with the unit pays the property cost)

  • Fixed a bug with globe view button options that did not properly hide more than 20 options.
  • Integrated Hydro's new prehistoric audio files properly (including the XML changes)

Fixed a bug in the modular loading code for terrain.

Added a nomad demo (activate in the modular loading controls).

 

 

ls612: v23 Changes:

 

-Added -crime to the Riot Control promotion, and added Riot Control II-V

-Added crime to the Crime Units I missed the first time.

-Buffed the Neander Warrior (the trainable one, not the spawnable one) a good bit.

-Added the Raft

-Added three new Culture Units

-Added the Somali Pirate

-Changed Trench line of promotions to require Trench Warfare.

-Changed the Icon for the Robot unitcombat.

-Added four new promotions for Recon units.

-Changed the Tigerclaw to require Tamil.

-Changed the Quechua to the Chasquis, with all new stats.

-Made the Phalanx upgrade to Pikeman.

-Added the Huaminca and the Katara Warrior.

-Added the Camouflage promotion.

-Added 9 new Promotions.

-Added 15 new Promotions.

-Fixed the icons for the Savanna Cavalry and Nautilus.

-Added the Papuan Cannibal, the Fulani Cavalry, and the Adze Warrior Culture Units.

-Changed the prerequsite promotions for Mountaineering

-Added new Sea Animal promotions, requested by DH

-Added City Garrison IV and City Raider V

-New Epic gamespeed.

-Fixed Icon for City Raider V.

-Updated tech requirements for early promotions.

-Added Part 2 of my Epic gamespeed changes.

-Fixed the Deer Archer issue reported by Koshling

 

 

Vokarya: v23 Changes

 

 

 

Aevum: v23 Changes

New Icons:

-New Hell Hound dog icon (voodoo)

-removed black border from planes:

F104, F111, F14, F18, F22, F4, F4u

- Finally found and fixed the bugged XML defines that was forcing the Arena and Cannery to mimic the Colosseum and Assembly Plant instead of their own defines. :D

-New Cannery icon!

-New Arena icon!

-new Armored Car icon

-New icons for DH soon-to-be Food Merchants

-food trade caravan

-supply food train

-food freight

-early food merchant

-Replaced all Dog units

-Replaced all archery units

-replaced all melee units

-replaced all ancient units, (neader, clubman, slinger etc)

-replaced all stealth, spy, and rouge type units

-New Armor M60 Icon

-Removed black border from Assault ship, Barbary Corsair

-fixed bug, Police Station was using Jails artdefines, since it had none

-Added new artdefines for Police Station

-Gave Police Station Jail's old icon

-New Icon for Jail

-new BTR80 icon (armored personnel carrier)

-new Super Soldier icon

-new guard dog icon

-new wardog icon

-new Canis Superior icon (rawr)

-made Canis Superior ArtDefines

-new police dog icon

-made police dog ArtDefines

 

ori: v23 Changes

 

EldrinFal: v23 Changes:

 

Climat: v23 Changes:

 

Thunderbrd: v23 Changes:

 

FEATURES:

Features

 

* 524 + Techs in tech tree

* 450+ Units total

* 1200 + Buildings

* 130+ HEROES

* 107 New Random events

* 184+ Wonders

* 102 National wonders

* 109 Civic options

* 108 Improvements for terrain

* 33 Unit categories, modern units are superior to ancient units

* 184+ Resources

* 25 Projects

* 6 New Route types

* 4 New Citizen types

* 14 New Religions

* 7 New Civic categories

* 2 New Map sizes: Giant (54% bigger than Huge), Gigantic (50% bigger than Giant ie. 134% bigger than Huge)

* 2 New Gamespeed: Blitz 215 turns, Snail 3000 turns

* AI Autoplay

* Better BTS AI 0.84b

* Corporation specific buildings

* Civic specific buildings

* Dynamic Civ Names

* Enhanced Interface (BUG 4.3 mod)

* Ethnically Diverse Units

* Cultural Citystyles 0.95

* Faster expansion in late game: Colonists and Pioneers build cities with preset buildings

* Fight in the future era with futuristic units

* Influence Driven War

* Inquisition, destroy religions

* Modified Civics

* Modified Religions (each religion is more unique)

* More game alerts, extra information about cities and diplomacy options

* New promotions (for air units too)

* New unit flags for Civilizations

* Revolutions

* Ranged Bombardment

* Sevopedia

* Super Spies (promotions for spies)

* Supports maximum of 50 players

* Tech conquest, conquering enemy cities boosts your research

* Tech diffusion, civs can't fall too far behind in tech race

* Unit order enhancements, icons show each units current task

* Unofficial Patch 1.40

* Upgradeable buildings

* User configurable options (see: BUG options and C2C Config.ini)

 

+ much more, see C2C Concepts pedia pages in-game ;)

 

Great Persons now show up like this:

 

SOGeneral.jpg

 

 

C2C Tech Tree updated 13 Aug

 

C2C Civic Options updated

 

 

C2C Culture Requirements

 

C2C Leader Traits updated 31 Mar

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Did you get the mod loaded? Both files? Or had you gotten to a point of creating a game?

I got to creating a game. It crashes when I select a leader.

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which version are you using?

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o.k., when strategyonly split the files and packed them up, he did a slight boo-boo. The Part 2 files get extracted to "part 2/caveman2cosmos" instead of "part 2/caveman2cosmos/assets". These 7 files (the dll and 6 FPK files) need to be in the BtS/Mods/C2C/assets subfolder for the game to work correctly.

__________________

Edited by E_T

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It's working for me now.

 

This link tells you how to manually set up the ini files and the shortcuts so that you don't lose your settings every time you play C2C and then go back to unmodded BtS.

 

http://forums.civfanatics.com/showpost.php?p=11371474&postcount=4682

 

You might want to rename your C2C folder to include 23 (Caveman2Cosmos23). That way, when you get a newer version that you want to play in SP but don't want to mess up your ongoing MP game, then you just put that into a separate folder with the newer version number at the end. Then, you use the above instructions to make another shortcut to the new version and your good to go...

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Looks like the links/files have changed

 

http://www.gamefront.com/files/21691040/Caveman2Cosmos+v23+Part+1a.7z

 

http://www.gamefront.com/files/21688626/Caveman2Cosmos+v23+Part+2.7z

 

I'm downloading them now and will check against the other files and see if any new/additional instructions need to be done up.

 

They had to split the files up, here are the download links for both parts

 

 

http://www.gamefront.com/files/21686577/Caveman2Cosmos+v23+Part+1.7z

 

http://www.gamefront.com/files/21686300/Caveman2Cosmos+v23+Part+2.7z

 

[EDIT]

o.k., when strategyonly split the files and packed them up, he did a slight boo-boo. The Part 2 files get extracted to "part 2/caveman2cosmos" instead of "part 2/caveman2cosmos/assets". These 8 files (the dll, dll backup and 6 FPK files) need to be in the BtS/Mods/C2C/assets subfolder for the game to work correctly.

 

The part 1 files will extract into "Part 1/Caveman2Cosmos/" and in the various subfolders that they are supposed to be in. Move the Caveman2Cosmos Folder with the subtrees/files over to the BtS/Mods folder in the Main game Program files area.

 

Then, when you extract part 2, move those 8 files into the Assets folder of the mod. That should get you going...[/edit]

 

[2nd EDIT]

This link tells you how to manually set up the ini files and the shortcuts so that you don't lose your settings every time you play C2C and then go back to unmodded BtS.

 

http://forums.civfanatics.com/showpost.php?p=11371474&postcount=4682

 

You might want to rename your C2C folder to include 23 (Caveman2Cosmos23). That way, when you get a newer version that you want to play in SP but don't want to mess up your ongoing MP game, then you just put that into a separate folder with the newer version number at the end. Then, you use the above instructions to make another shortcut to the new version and your good to go...

[/edit]

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O.k., looks like they made another boo-boo on the v23 files and you will need to go to cfc for the link at this time, as I can't copy and paste with my cell...

 

I'll post a link shortly after I get home.

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Apparently one of the modules wasn't included properly, I've downloaded the latest part 1, but haven't had a chance to try it.

 

They've stuffed up this release a bit unfortunately.....bound to happen sometimes in something this ambitious I guess.

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Yep, downloaded it last night and just "reinstalled" it... Part two is still the same...

 

I'll post the links soon, but they should work for you now...

 

and it was several modules and some of the files were updated, too...did a Total Commander compare on the two different exploded files/subdirectories and was able to just change what was needed...

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O.K., One More Time.... :notes: I'll take you home again, Kathleen!!.... :notes: Urp, wrong thing,.... :D

 

Here are the Links to both parts and they should be correct now...

 

http://www.gamefront.com/files/21698836/Caveman2Cosmos+v23+13+May.7z

 

http://www.gamefront.com/files/21688626/Caveman2Cosmos_v23_Part_2_7z

 

 

When strategyonly split the files and packed them up, he did a slight boo-boo. The Part 2 files get extracted to "caveman2cosmos" instead of "/caveman2cosmos/assets". These 7 files (the dll and 6 FPK files) need to be in the BtS/Mods/C2C/assets subfolder for the game to work correctly.

 

The part 1 files will extract into "Caveman2Cosmos/" and in the various subfolders that they are supposed to be in. Move the Caveman2Cosmos Folder with the subtrees/files over to the BtS/Mods folder in the Main game Program files area. Or extract it where it needs to be.

 

Then, when you extract part 2, move those 7 files into the Assets folder of the mod. That should get you going...

 

 

This link tells you how to manually set up the ini files and the shortcuts so that you don't lose your settings every time you play C2C and then go back to unmodded BtS.

 

http://forums.civfanatics.com/showpost.php?p=11371474&postcount=4682

 

You might want to rename your C2C folder to include 23 (Caveman2Cosmos23). That way, when you get a newer version that you want to play in SP but don't want to mess up your ongoing MP game, then you just put that into a separate folder with the newer version number at the end. Then, you use the above instructions to make another shortcut to the new version and your good to go...

 

 

That should do it...

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I finally have v23 working.....some interesting new additions, for one a very different early tech-tree, focuses more on the importance of stone working, some new promotions and some new units (Brute>Clubman>spiked Clubman)

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I will try and get this tonight - ruddy big downloads for me in Paradise though.

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Argh, I'm on V24 and finding out to what insane lengths the AI loves SODs.....just because I'm a puny human who has the tactical combat ability of a frozen frog I decided that when challenged by the AI I'd cheat (yes I am a cheater....won't do it against other human players, but quite happy to do it against the AI...)

 

First time I was pitted against....errr....actually not too sure, too many turns ago, anyway I created 40 Arqbustiers (SP?) and proceeded to wipe out the AI in a relatively brief war and then stock my new cities with my lovely new defensive units that no-one actually had the tech to build!!. At this point note that I am actually in the lead tech-wise and not far off being able to actually build said unit.

 

SO far, so good, spend the next several hundred turns or so at war with mongolia...but they are on another continent, so not a problem, sea transport is too inneficient for a good portion of the game to wage any kind of war without building hundreds of boats on top of the land units you need too.

 

I finally get to a ppint where my tech allows the building of boats that can carry 3 units, excellent, I start setting all of my most developed cities into producing all kinds of units (including some nifty clockwork robots!!), send 30 units over to mongolia-land....and promptly loose pretty much all of my units (turns out the clockwork robots are rubbish and not worth the trouble of building)....however the AI has to sacrifice a lot of units to manage this, great, so I set about producing more ships and more units of varying types....then just after I've convinced the dutch to give me a hand in the war the siamese people step in (my biggest threat, although still behind me in tech) and ask me to stop my war with the mongols....spoilsports, my brigantines where making hell of their defenses!!

 

THEN my neighbors who I've been at peace with for AGES and who I've been trying to keep relatively sweet decide to wage war on me and destroy 2 of my cities before I realise what happened (they were poorly defended to be honest)....so I go a bit potty and build 400 curiassers (SP?)....now you'd think with an army that big I'd have no problem wiping the Goths off the face of history.......WRONG.....they have at least double that in the field and in the defense of their cities, most of which are sitting at 180% defense...in fact they've got so many units that I guess they've been building up for this.

 

Word to all, if you play this mod be prepared to defend your cities with at least 30 units each and make sure you take advantage of the massive amount of defensive buildings....you'll need them!!

 

The AI LOVES SODs.....and with C2C it also LOVES building more units than you'd think possible......this is why I struggled with Space Empires!!!

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C2C now on V26....changes? far too many to list here!!!

 

Supposedly they are looking at enabling multi-maps for version 28 with the intention being that there will be an orbital and a lunar layer....this I fear will have such an impact on the games performance that my laptop will not be able to cope anymore....mind you the mod has remained stable if slow pretty far into V25's teach tree.

 

Trouble is they focus too much on early-mid game stuff, in V25 I got pretty far into the tech tree....still not up to building the rocket, but getting plenty of fancy looking future units, but too many of the techs are stepping-stone techs, empty techs that serve no more purpuse than getting to the next one.

 

I'm hoping that v26 is a little more filled, but I'm still too early into my game to find out (and i don't want to peek). Some of the additions include:

 

MANY more civics, there are couple of new headings and lots more government civics....to be honest I think they've gone from having lots of choice into having too many...oh well...

 

In my current game I started as the iroquis (sp?) with the Germans (oddly lead by Hitler!) off to my NW on a relatively small continent, exploration by my wanders and early scouts showed that was all I had for now, I managed to get to the point where i could get the Cree culture and build their Trackers and set them to auto-hunt, which then quickly lead me to be able ot build the Hunter's hunt and start building Hunters, with this I reasonably dominated the continent but didn't have enough strength to take out the germans....many turns later I got to the point where I could build elephants I then built lots of them and took out the germans leaving the continent all to me, I also managed to build some early canoes and explore an island off to my SW which had no other AIs on it.

 

at my current stage of the game I have 13 cities (2 on the new continent) but am still pretty far off the point where my ships can sail the ocean, so although i know there are other AIs out there (2 AIs dead already), I don't know where they are or how they are doing....fun so far, although definately very much a builders game for me....which I like, so yay!

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missed this due to many things, including the crash

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Now on V28, (yes I skipped psoting about 27). Not actually sure yet what the changelog is for V28, however they appear to have made the flamability property for buildings actually do something....which mostly includes some early buildings reguarly burning down (a little too often sometimes), I'm lead to believe on the civfanatics forum that the other properties are also working, but I've not noticed any affect as yet.

 

Some new promotions have been added (most notably on the canine units) and most likely a whole host of other stuff that has relatively minor affect on gameplay.

 

The biggest change in V27 was the addition of something called "viewports" which is the first step towards multiple maps, basically it limits your world view to a defined number of squares and keeps the rest of the world in a "hidden" area, I believe this reduces CPU usage as you explore more of the map and as you and the AI fill it with more cities and units as it allows code to work that maintains the hidden map and any changes to it else-where.

 

To test this I'm running a game on a Large map (normally unplayable before I get even half-way through the turn limit) with a viewport set to only show 40X40 squares. I know the viewport does work from my playing of V27, but that was on a Normal sized map, Large has always been inpossible for me beyond the first 100 turns or so.

 

It does however create an odd effect once you've started to explore the ocean, in that the edge of the map just cuts off and I'm not sure how you move it manually to reach cities and units beyond the viewport limit, however the game usually automatically moves the viewport when a city or unit is selected that is outside your visible range.

 

How exactly this works I'm not sure as the first post I found on civfanatics was a fairly old one that indicated that viewports were not working properly...clearly it's been fixed...

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Ah-HA! something definately new for v28.....custom traits. There is now a (beta) system implemented that as you grow in culture you get to pick from positive and negative traits at specific milestones (50, 500, 5000 ETC), however the positive ones are not all positive and vice versa. It's an interesting addition.

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How is the large map test going?? Have you gotten any further than previous games with this version??

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