Announcement

Collapse
No announcement yet.

Consistant Years

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Consistant Years

    I'd like to alter the game to where the passage of years is steady and consistant. I know how I would do that, but more importantly, I must balance the science coeffecient, production values, and map size with the game.

    If I maintain the normal amount of turns, then I needn't alter the science coeffecient, production values, nor map sizes. However, by adding more turns in order to make the passage of time more realistic, I will have to calculate the new amount of turns against the old amount of turns to determine a percentage increase which I could then apply as a size growth factor in maps, a value growth factor in production, and a science penalty factor for the science coeffecient.

    This establishes that I must, first, determine the new amount of turns involved.
    Code:
    TIME_SCALE{
    	START_YEAR	-4000
    	NUM_PERIODS	1
    	PERIOD {
    		START_TURN	0
    		YEARS_PER_TURN	10
    	}
    }
    This would result in 700 turns in total. Assuming that the game runs for 600 turns, that is a 1/6 (16.6666666666666666666666666666667%) increase. The increase would have to be applied to map sizes, production values, and a penalty to the science coeffecient.

    Does anyone think I have potential?
    MasterSreg's Most Frequented Forums
    Apolyton Forums - Civilization: Call to Power
    Campaign Creations General Discussion
    Era Creations General Discussion

  • #2
    I don't think you should touch the production or the food much.

    But lower the gold and make 10-15 centraladvances MUCH more expensive to research (electricity and oilrefining fx.).

    Also make the most agressive units more costly to produce.

    Edit and added: Reduce the effect of Edisons lab!!!!!
    Last edited by TheBirdMan; January 28, 2003, 09:08.
    First they ignore you. Then they laugh at you. Then they fight you. Then you win.

    Gandhi

    Comment


    • #3
      I've actually figured it out. I'm thinking to use 5 year intervals, and merely applying a 2.3 science coeffecient division-penalty. This works perfectly if the normal total of turns is 600. If not, then this will be most unbalanced. Also, I willn't be touching production, gold, or any other values. "Turns : Science" and "Players : Map Size" are the only correlations I've made. Since I prefer to play 4xGigantic size maps now, 31 players fit adequetly.

      Gods have mercy, I'm going to try it out.
      MasterSreg's Most Frequented Forums
      Apolyton Forums - Civilization: Call to Power
      Campaign Creations General Discussion
      Era Creations General Discussion

      Comment


      • #4
        I've got the years going, however, I'm encountering trouble with the Science. Either I made it faster, or the difference isn't large enough. Here is what I've tried. Chieftain example.
        Code:
        AI_TECHNOLOGY_COST 2.6 2.6 2.5 2.4 2.3
        HUMAN_SCIENCE_BONUS 1.9
        Now, I'm thinking I should have reduced many numbers to negative as opposed to increasing them by 2.3. I'm not sure... how should this go?
        MasterSreg's Most Frequented Forums
        Apolyton Forums - Civilization: Call to Power
        Campaign Creations General Discussion
        Era Creations General Discussion

        Comment


        • #5
          I think the AI tech cost should be increased, as you do - I'm not sure about the Human - try setting it to a really high number or 0 and see what happens.

          Comment


          • #6
            Shall I have to go through each advance and increase its science cost? Time consuming, but it would be effective. Multiply each cost by 2.3 and I would accomplish my objective...

            EDIT: I've completed it, and it all works perfectly. I haven't played a full game as of yet, but the years and sciencemay fit. .>:{D-
            Last edited by MasterSreg; January 29, 2003, 13:28.
            MasterSreg's Most Frequented Forums
            Apolyton Forums - Civilization: Call to Power
            Campaign Creations General Discussion
            Era Creations General Discussion

            Comment


            • #7
              First they ignore you. Then they laugh at you. Then they fight you. Then you win.

              Gandhi

              Comment


              • #8
                Fun. I'm beginning to experiment with many files, especially installations, years, and cities. I've thought of several things...
                1 ) Installations have settings for attack and firepower. Does this mean that one could effectively create mines or other offensive tile improvements?
                2 ) Cities have a movement of 0, but is it possible to thus enable cities to move?
                3 ) I shall see if years per turn can be set to decimal numbers, to simulate months or weeks. If so, this would be useful for scenarios intend to create.

                I've interested my History teacher in the game, and may even create scenarios for grades.
                .>:{D-
                If I can manage such, I will require assistance, and great quantities of it. Particularly for unit graphics and such. And making the map editor work would help.
                .>:{P-
                MasterSreg's Most Frequented Forums
                Apolyton Forums - Civilization: Call to Power
                Campaign Creations General Discussion
                Era Creations General Discussion

                Comment


                • #9
                  I have a severe problem with the advance rate; it doesn't come near to matching the actual time period. I need to reassign advance costs. I'm not sure how to go about it just yet, but I'm working on it.

                  Oh, and I plan to do some unit balancing and such. Can someone provide me with Mounted Warrior graphics? I feel the Mounted Archer makes no sense for the Domestication advance, when you would have Mounted Archers before Archers.
                  MasterSreg's Most Frequented Forums
                  Apolyton Forums - Civilization: Call to Power
                  Campaign Creations General Discussion
                  Era Creations General Discussion

                  Comment


                  • #10
                    If you're looking for sprites, you might want to look at the CTP2 sections, since fan-created sprites for that will also work in CTP1 (although the sprites that come with CTP2 will not work).

                    Mines were originally intended to be a part of the game, but they were removed due to the AI failing to manage them. Whether the attack/firepower of tile imps still has any effect I don't know - try it.

                    IIRC I tried to make cities with movement once, and it didn't work - but I may be wrong.

                    Comment

                    Working...
                    X