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  • Can sombody help me out here?

    Is it possible to make a regular game like the Alexander the Great scenario in the following sense:
    TIME INDEX
    Each turn represents one month. Science, Production and Growth have been slowed to accomodate this. Researching a technology is 10 times slower.
    MOVEMENT
    Due to the greater detail of the map, unit movement is doubled.
    Is this possible? I would really like to see this done because like this, I would have a lot more fun experimenting with unirs for longer periods of time before they go obsolete, etc.

  • #2
    Re: Can sombody help me out here?

    Hi,
    TIME INDEX
    Each turn represents one month.
    This can only be done because it is a scenario, and so you can have a turnlength.txt, however, if you open DiffDB.txt, and look for these lines:
    Code:
    TIME_SCALE{
    	START_YEAR	-4000
    	NUM_PERIODS	6
    	PERIOD {
    		START_TURN	0
    		YEARS_PER_TURN	25
    	}
    	PERIOD {
    		START_TURN	120
    		YEARS_PER_TURN	15
    	}
    	PERIOD {
    		START_TURN	220
    		YEARS_PER_TURN	10
    	}
    	PERIOD {
    		START_TURN	320
    		YEARS_PER_TURN	4
    	}
    	PERIOD {
    		START_TURN	400
    		YEARS_PER_TURN	1
    	}
    	PERIOD {
    		START_TURN	480
    		YEARS_PER_TURN	1
    	}
    	NEGATIVE_YEAR_FORMAT BC_YEAR_FORMAT
    	POSITIVE_YEAR_FORMAT AD_YEAR_FORMAT
    }
    This should be fairly self-explanatory. From the turn START_TURN (minus is BC), make each turn last YEARS_PER_TURN number of years. You can slow down history quite considerably like this.

    Science, Production and Growth have been slowed to accomodate this.
    Science - open advances.txt, and find each line
    Code:
    Cost	17327
    multiply each number by two or something. Or go to govern.txt, and multiply the KnowledgeCoef down.
    Production - either open units, building and wonders.txt and multiply all the cost numbers up, or open govern.txt, and multiply the ProductionCoef down (no smaller than 0.1 or you won't build anything, ever)
    Growth - probably the easiest way would be to multiply the FoodCoef (again in govern.txt) down to a smaller number.
    Researching a technology is 10 times slower.
    Open advances.txt, multiply cost up.
    MOVEMENT
    Due to the greater detail of the map, unit movement is doubled.
    Go into units.txt, and multiply the units movement points up by 2.

    Good luck with that
    Ben
    Concrete, Abstract, or Squoingy?
    "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

    Comment


    • #3
      Dear Ben:

      Thank you for your interest and the time you took in answering. I will look into it and hopefully I will succesfully be able to modify gameplay.

      Bernardo

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      • #4
        Problem

        It seems I have only one problem now. The computer civilizations are not affected by the rules I now have. Is there anyway I can limit the computers rules (production, science, growth movement, etc.) to the settings I have?

        Thanks,
        Bernardo Aragon

        EDIT:

        Fixed. Thank you. It seems the problem never existed.
        Last edited by baragon0; August 24, 2001, 21:24.

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