Originally posted by Blaupanzer
When I find that file, what do I do besides back it up first? (Don't you just hate folks who know enough to get in trouble, but come crying to you to get them out?) Tried some mods but things got very weird in terms of the calendar and turns remaining information. Suspect I changed some things in potentially contradictive ways. Most frustrating! (No, I don't have a save. I replaced the modded file with the backup and blew away the game. THEN I remembered that the save might have been of some use to sombody. Ah well.)
When I find that file, what do I do besides back it up first? (Don't you just hate folks who know enough to get in trouble, but come crying to you to get them out?) Tried some mods but things got very weird in terms of the calendar and turns remaining information. Suspect I changed some things in potentially contradictive ways. Most frustrating! (No, I don't have a save. I replaced the modded file with the backup and blew away the game. THEN I remembered that the save might have been of some use to sombody. Ah well.)
Code:
<GameSpeedInfo> <Type>GAMESPEED_EPIC</Type> <Description>TXT_KEY_GAMESPEED_EPIC</Description> <Help>TXT_KEY_GAMESPEED_EPIC_HELP</Help> <iGrowthPercent>150</iGrowthPercent> <iTrainPercent>150</iTrainPercent> <iConstructPercent>150</iConstructPercent> <iCreatePercent>150</iCreatePercent> <iResearchPercent>150</iResearchPercent> <iBuildPercent>150</iBuildPercent> <iImprovementPercent>150</iImprovementPercent> <iGreatPeoplePercent>150</iGreatPeoplePercent> <iCulturePercent>150</iCulturePercent> <iAnarchyPercent>150</iAnarchyPercent> <iBarbPercent>150</iBarbPercent> <iFeatureProductionPercent>150</iFeatureProductionPercent> <iUnitDiscoverPercent>150</iUnitDiscoverPercent> <iUnitHurryPercent>150</iUnitHurryPercent> <iUnitTradePercent>150</iUnitTradePercent> <iUnitGreatWorkPercent>150</iUnitGreatWorkPercent> <iGoldenAgePercent>125</iGoldenAgePercent> <iHurryPercent>66</iHurryPercent> <iHurryConscriptAngerPercent>150</iHurryConscriptAngerPercent> <iInflationPercent>30</iInflationPercent> <iInflationOffset>-160</iInflationOffset> <iVictoryDelayPercent>150</iVictoryDelayPercent> <GameTurnInfos> <GameTurnInfo> <iMonthIncrement>300</iMonthIncrement> <iTurnsPerIncrement>140</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>180</iMonthIncrement> <iTurnsPerIncrement>90</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>120</iMonthIncrement> <iTurnsPerIncrement>40</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>60</iMonthIncrement> <iTurnsPerIncrement>90</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>24</iMonthIncrement> <iTurnsPerIncrement>70</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>12</iMonthIncrement> <iTurnsPerIncrement>100</iTurnsPerIncrement> </GameTurnInfo> <GameTurnInfo> <iMonthIncrement>6</iMonthIncrement> <iTurnsPerIncrement>220</iTurnsPerIncrement> </GameTurnInfo> </GameTurnInfos> </GameSpeedInfo>
For example, change iReasearchPercent from 150 (or 300 default in Marathon) to a bigger number; that makes it harder to research. 1200, for example, would make it take 4x as long to research as the normal 300.
You'd probably also want to lengthen the total game (so you could actually finish the tech tree, eventually); you do that by increasing the iTurnsPerIncrement in the various month lengths. Those work like this (in the above example):
iMonthIncrement: 300
iTurnsPerIncrement: 140
means 140 turns of 300 months per turn (ie, 25 years per turn). So, for the first 140 turns of the game, it goes 25 years at a time; this goes 4000BC -> 3975 -> 3950 -> ... -> 500BC.
Then it changes to the next set:
iMonthIncrement: 180
iTurnsPerIncrement: 90
So at 500BC, it starts going at 15 years/turn, for 90 turns. 500BC -> 485BC -> 470BC -> ... -> AD 850.
Etcetera. When increasing iTurnsPerIncrement, if you are one to care about the actual year number, you have to monkey with both numbers (iMonthIncrement as well) to keep them logical. I put them in an Excel spreadsheet, and have it calculate the actual years.
In order to actually increase Tech speed but keep unit/etc. the same, you still will want to monkey with other settings, if you make the game longer. Off the top of my head, I imagine you'd want to increase growth percent so you grow slower (but not by the 4x of tech, rather by the amount you lengthen the game or less); and probably Great People as well.
If I were you, i'd actually start with Epic, and then modify it for slower research up to the Marathon length, and also modify the turns/etc. to Marathon length. In other words, your unit construction and such are the same as Epic (so, more units, more ability to use older units) and slower research percent. Then, play a game or two and see how it plays. You'll notice the other elements you want to change back to Marathon levels (such as Great People, possibly); just copy in the Marathon values. Leave the ones you think are right alone. That probably gives you a better game, without making it TOO long (i'm sure even you marathon players want to finish a game every six months at least, right?).
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