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Feature Request: Adjusting gamespeed during an active game

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  • #16
    I imagine the time scale can only be changed in a mod. (going from 20 year turns to 5 year turns, etc.)
    "And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
    "Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
    2004 Presidential Candidate
    2008 Presidential Candidate (for what its worth)

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    • #17
      I like this idea. No, I love this idea. No, actually this idea is making me aroused. If the game can be speeded up for people in a rush, then why can't it be slowed down for those of us who want to play a game for a year, five years. I want an epic experience damnit! Instant gratification be damned, I like it slow, owwwhhh, so slow.

      Got that?

      Long time member @ Apolyton
      Civilization player since the dawn of time

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      • #18
        Different options for game speed, extending on the rudimentary accelerated production option in Civ3 (and later versions of Civ2 from memory) would be good, some like it slow, some like it fast so it increase the chances of pleasing everybody, but changing the speed mid-game makes no sense at all.

        Yes there are problems such as your army beecoming obselete in transit to the front etc but changing the speed clearly unbalances the game and becomes a tactical chaoice. If you've got more troops than the AI, slow down production to maintain your advantage, if you've got less, speed production up to make the fractional difference less in a shorter number of turns. This is a one of the more ludicrous suggestions I've heard for Civ4 so far!

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        • #19
          I'm guessing there's more to it than simply accelerating production. Also, that issue can be mostly avoided by allowing speed changes only at 20 turn multiples. Or calling it a cheat and not counting the score.

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          • #20
            Wouldn't changing the amount of years per turn accomplish this?
            Long time member @ Apolyton
            Civilization player since the dawn of time

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            • #21
              That just lengthens the game, which doesn't accomplish anything if you don't increase tech cost, reduce production, etc.

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              • #22
                Originally posted by Solver
                And when you slow your time in a war just that, production slows down. Yet your units can march through enemy lands just as fast, only now they can conquer half the enemy empire before he can produce a single unit even due to slower production.
                This is definately the main problem with the idea. The only way I can think of to solve this would be to make the number of turns it would take your units to get to the enemy longer (basically make the number of tiles between the cities larger, which would make the map much larger). Say you are researching and producing 20% slower, make the map 20% larger.

                What do you guys think?

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                • #23
                  Originally posted by Bogdanovist
                  This is a one of the more ludicrous suggestions I've heard for Civ4 so far!
                  You are obviously new here.
                  "And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
                  "Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
                  2004 Presidential Candidate
                  2008 Presidential Candidate (for what its worth)

                  Comment


                  • #24
                    Originally posted by Jerh9e1k5
                    Say you are researching and producing 20% slower, make the map 20% larger.

                    What do you guys think?
                    ! that is just plain weird

                    works for me
                    I don't know what I am - Pekka

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                    • #25
                      Originally posted by Lancer
                      I like this idea. No, I love this idea. No, actually this idea is making me aroused. If the game can be speeded up for people in a rush, then why can't it be slowed down for those of us who want to play a game for a year, five years. I want an epic experience damnit! Instant gratification be damned, I like it slow, owwwhhh, so slow.

                      Got that?




                      Edited
                      The red mark is mine
                      RIAA sucks
                      The Optimistas
                      I'm a political cartoonist

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                      • #26
                        Originally posted by Vince278

                        Originally posted by Bogdanovist
                        This is a one of the more ludicrous suggestions I've heard for Civ4 so far!
                        You are obviously new here.


                        RIAA sucks
                        The Optimistas
                        I'm a political cartoonist

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                        • #27


                          I think it could be accomplished by slowing down the arrival of new tech. That's what I did with Civ2. By adding nothing tech after the arrival of early sailing ships and frigates I managed to extend the time of their usefulness considerably. You would have a while before ironclads came along. I also used the galleon as a ship of the line by changing its attack and defense strength, and how the AI considered the unit, and then added a transport out of the extra icons... which looked wierd. Problem was, the AI just ran the damned ships into cities and got them killed anyway. Like if someone took cavalry generals and put them in charge of the fleet. Charge!

                          *smash, sunk ship, woohoo*

                          Anyway, what about slowing down tech?
                          Long time member @ Apolyton
                          Civilization player since the dawn of time

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                          • #28
                            Originally posted by Jerh9e1k5

                            Say you are researching and producing 20% slower, make the map 20% larger.

                            What do you guys think?
                            That doesn't make sense. How do you do 1.2 tiles? You can expand 5 tiles into 6, but what happens if those 5 tiles are all different types; what terrain is the new one? What happens when you speed up again and the 6 tiles turn into 5? What if you've put irrigation on it?

                            Find an LCD computer monitor and run it at 1.2x its native resolution to see the problem.

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                            • #29
                              don't be silly.

                              of course if you expand the map, you have to adjust all the terrain improvements. i don't see a problem with that.

                              why do you think we have computers in the first place? they're supposed to take care of all that stuff automatically.
                              I don't know what I am - Pekka

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                              • #30
                                You're missing the point. Of course the game engine will adjust it for you, but it has to do so according to some sensible, intuitive rules. Expanding the map like that doesn't work.

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