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game speed: epic vs normal

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  • #31
    Originally posted by Aeson
    Most things scale pretty well between the game speeds. Unit movement rates don't scale though. Which means you have more time to use various units in the field, and less time to react to other civ's units (relatively speaking).

    For example, if on Quick you spot an enemy unit 3 tiles away from a city you have no units to defend with, you might be able to build a unit of your own fast enough to respond. If the same thing happens on Epic, bye bye city.
    It sounds like Epic is what I had always hoped for. To me it seemed that the Ancient era in Civ3 went by too fast, and yet it was the most interesting. So, playing Ancient mods was a way to experience this. The fun of the exploration, early contact, stategic resources, and city development. So much in the early game.

    It sounds like they got it right, but also it sounds like it's easier to get caught with your pants down.

    Thanks also to Dominae and linkhan for clarifying this. Will start my first game Saturday, on Epic.

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    • #32
      I have also modded the speed file in order to prevent tech avalanche and some more pointy stick fighting. But alot of these tags I do not fully understand - anyone have a reference? I posted in the Creation forum that we should sticky XML modding flag info for future reference for modders...

      Venger

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      • #33
        Epic rules!

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        • #34
          I am playing a customized epic - twice the number of normal turns, but unit rate builds are normal (I think, or 25% longer at most), culture takes 50% longer, construction and builds and improvements take 25% longer, and research is twice as long - and the game is FANTASTIC. I was actually able to USE Axemen and copper units - lots of em. The race is on for Theology.

          I might change tech to 250 instead of 200, just to slow it.

          Oh - and NO TECH TRADING. The game mechanic that lowers the cost for already known techs abroad covers the spread of technology, the AI tech whoring is OVER.

          I do wish I had horses... grr... none on my bloody continent.

          But keeping unit builds the same and culture and other builds slightly higher allows more immersion in time periods, and is a welcome change. That we can change this in .XML and not through the obnoxious Civ3 editor is GREAT. And the way they've made the time increments and number of them modable is WONDERFUL. Good job!

          Venger

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          • #35
            Originally posted by Stuie


            Screenshot!

            I would have gave one but my game became extremely unstable.. I think it is just too much to handle for my system (P3 1gb of ram).. my video card is kind of old by todays standards.. I have gone back to using a standard map :X

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            • #36
              Epic rules
              You can play with your units more and so I have a feeling that I actually used all the different units that are around.

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              • #37
                Originally posted by Venger
                I am playing a customized epic - twice the number of normal turns, but unit rate builds are normal (I think, or 25% longer at most), culture takes 50% longer, construction and builds and improvements take 25% longer, and research is twice as long - and the game is FANTASTIC. I was actually able to USE Axemen and copper units - lots of em. The race is on for Theology.

                I might change tech to 250 instead of 200, just to slow it.

                Oh - and NO TECH TRADING. The game mechanic that lowers the cost for already known techs abroad covers the spread of technology, the AI tech whoring is OVER.
                Venger, would you *please* either upload a copy of this mod somewhere or, alternatively, describe here in detail how you did it? Thanks.

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                • #38
                  I tried to post the info from the .xml file but it screws it up in the reader...

                  Will try to upload the file...

                  Venger

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                  • #39
                    Okay, the text in this file goes into your Civ4GameSpeedInfo.xml file in your Civ4 folders. It is at the very top, you will see where it goes... you can cut paste or just move the values over...

                    Venger
                    Attached Files

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                    • #40
                      I just wanted to add that you can make it easy to switch back and forth between Venger's modified epic rules and the default ones, by turning the XML file into a simple mod. This is easy to do. Just go to the Mods directory and create a new subdirectory called whatever you want (I called mine "Super Epic"). Then create a subdirectory structure that mimics that of the actual game. In other words, make a folder under Super Epic called Assets, then one under that called XML, then one under that called GameInfo. Copy/paste the original CIV4GameSpeedInfo.xml file into that directory, then make the changes as described by Venger to that copy, not the original.

                      Now all you have to do is start the game, go to the advanced menu and choose Load a Mod. You should see "Super Epic" in the list of mods. Load it, and voila... your rules are changed accordingly. If you want to go back, just unload the mod.

                      This eliminates the possibility of corrupting your original game files, because you're not actually modifying the game files themselves. Plus, it's incredibly easy to go back and forth between the rulesets whenever you want.

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                      • #41
                        Great recommendation - I will always play with this, so I will leave it, but the mod design seems pretty good, and easy to implement. I believe alot of games (MOO3 comes to mind) seem to be doing this, but I think this implemenation works best.

                        Venger

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                        • #42
                          Yeah, if you want it to be permanent then it probably doesn't matter how you make the changes. The only problem I could foresee is in multiplayer. What would happen if you tried to play an epic game with people who didn't have your modifications? The game may have some way of handling that situation, but it seems like there would likely be a conflict somewhere.

                          I haven't played multi yet, so I really don't know; just pointing out the possibility.

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                          • #43
                            As we speak I am about 4 hours into an Epic game on a Huge Map, and I have to say, it feels very balanced in terms of units produced, map size, turns and research time. Extremely enjoyable all in all. I doubt I will play another Normal speed game again.

                            Back to the game.
                            "Guess what? I got a fever! And the only prescription is ... more cow bell!"

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                            • #44
                              Originally posted by TheArsenal
                              As we speak I am about 4 hours into an Epic game on a Huge Map, and I have to say, it feels very balanced in terms of units produced, map size, turns and research time. Extremely enjoyable all in all. I doubt I will play another Normal speed game again.

                              Back to the game.
                              Is this with or without Venger's changes? Just curious.

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                              • #45
                                Originally posted by Venger
                                Okay, the text in this file goes into your Civ4GameSpeedInfo.xml file in your Civ4 folders. It is at the very top, you will see where it goes... you can cut paste or just move the values over...
                                Thanks, Venger!

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