Thread Tools
Old August 24, 2001, 15:43   #1
baragon0
Settler
 
Local Time: 04:47
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 3
Can sombody help me out here?
Is it possible to make a regular game like the Alexander the Great scenario in the following sense:
Quote:
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.
baragon0 is offline  
Old August 24, 2001, 17:01   #2
Immortal Wombat
Apolytoners Hall of Fame
Prince
 
Immortal Wombat's Avatar
 
Local Time: 13:47
Local Date: October 31, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
Re: Can sombody help me out here?
Hi,
Quote:
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.

Quote:
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.
Quote:
Researching a technology is 10 times slower.
Open advances.txt, multiply cost up.
Quote:
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
Immortal Wombat is offline  
Old August 24, 2001, 17:33   #3
baragon0
Settler
 
Local Time: 04:47
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 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
baragon0 is offline  
Old August 24, 2001, 19:01   #4
baragon0
Settler
 
Local Time: 04:47
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 3
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 at 21:24.
baragon0 is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:47.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team