View Full Version : Dynastic Game Speed Mod
MerakSpielman Nov 02, 2005, 10:56 PM To go with the Gigantic Map mod, I've created a mod that slows down the game even further than the Epic setting. I call it Dynastic. It also significantly extends the total number of turns in the game.
edit: Culture bug fixed, now the zip file contains 2 xml files.
edit: Uploaded most recent version. It doesn't take quite as long to build things now. The turns have been tweaked - you still get a horribly long game. I played for 4 hours last night and didn't hit year 0. The end date is 2500 AD.
another edit:
I've updated my Dynastic mod, with my additional knowledge of the game. It should now be more balanced. It still has a great many turns, but now takes place from 4000BC to 2050AD, just like all the other gamespeed settings. All of the numbers now follow the correct progression that was set down from Quick to Normal to Epic - with the exception of Research, which is even slower than the slow speed it should be. Personal preference, that.
Anyway, here it is.
The proper, accepted way to install a mod is to put it in your MODS directory. I tried to get it to work in the MODS directory, but for some reason it won't. It works in the CustomAssets directory, though. Just stick the 2 files in the customassets\xml\gameinfo directory.
MerakSpielman Nov 02, 2005, 11:25 PM Hm... hold off on downloading that for a bit, folks. Looks like it has a bug. All cities instantly have enough culture to attain Legandary status - from the moment they're built! Build 3 cities for a culture victory. :p
Looking into it.
MerakSpielman Nov 02, 2005, 11:41 PM Darn it folks, I can't figure this out. It seemed so simple. I just went into the GameSpeedInfo file, copied the text for Epic, and twiddled the numbers.
I figured I must have twiddled the numbers wrong, so I changed them to match the Epic numbers exactly (so I could tweak them one at a time and get it right), and it STILL grants Legendary status to your first city when its built. I can't figure out why.
If anybody wants to take a look at what I did and offer advice, it would be much appreciated. :(
MerakSpielman Nov 02, 2005, 11:55 PM I found the bug. I needed to edit an additional .xml file. I'm editing my original post to include the new file.
MerakSpielman Nov 02, 2005, 11:57 PM There are possible balance issues... like having to wait over 40 turns for your first military unit... But at least the concept is proven now.
Have fun with it folks, and feel free to make improvements (expecially on the balance issue) and post your changes. :)
jpinard Nov 03, 2005, 03:54 AM You should have read this thread first. http://forums.civfanatics.com/showthread.php?t=134109
MerakSpielman Nov 03, 2005, 07:01 AM You should have read this thread first. http://forums.civfanatics.com/showthread.php?t=134109
humph.
Well, in my defense, that tweak just has you editing the existing Epic setting, which makes it impossible to play a multiplayer game with that setting (hey, some people are insane enough to want to).
If nothing else, my mod will give you an additional Game Speed setting to mess around with, without changing existing Game Speeds.
I did tweak all numbers, not just tech research, which may or may not have been a good idea. I also added more than a hundred turns to the game, and (in the second file I attached) continued the already-existing pattern of having cities require more culture to expand at slower game speeds.
My effort was to change all numbers that the designers changed between quick, normal, and epic. I just carried all the variables along to another speed. Changing only the research rate seems somehow... crude. Though I do admire that page for breaking down the numbers so people can modify some aspects of their game and not others.
kattana Nov 03, 2005, 07:25 AM >Unzip the file to your Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\XML\GameInfo
folder, and replace the existing file
WHY??
its safer to leave all the original files alone and have people place any changed files to mod the game into their
C:\Documents and Settings\profilename\My Documents\My Games\Sid Meier's Civilization 4\CustomAssets\xml\gameinfo
any files that are placed in that location overwrite at game launch time the default files.
its a MUCH safer option for adding in modded files, IMO
MerakSpielman Nov 04, 2005, 03:11 PM Latest version has been uploaded above. The years are fixed to make a longer game experience - you spend ages playing before you even reach year 0. Techs still take a very long time to complete, but I sped up city production a bit to make it more playable. Worker improvements take a while to build - it really hurts now when you get pillaged! Securing your empire with fast-moving response units is essential, before pillagers reach your improvements.
Culture is slowed down to match the new game pace, too. It takes longer to culture up your cities, so adjust your strategy accordingly. :)
Daelda Nov 09, 2005, 04:52 PM So far, I love this mod! It really feels like an epic/almost realistic pace in Civ.
Haarbal Nov 09, 2005, 05:10 PM >Unzip the file to your Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\XML\GameInfo
folder, and replace the existing file
WHY??
its safer to leave all the original files alone and have people place any changed files to mod the game into their
C:\Documents and Settings\profilename\My Documents\My Games\Sid Meier's Civilization 4\CustomAssets\xml\gameinfo
any files that are placed in that location overwrite at game launch time the default files.
its a MUCH safer option for adding in modded files, IMO
i would say, create a new folder (mod name; dynasty) inside your mod folder in the original game folder (not inside mydocuments), this way it also works and when you play with mods online, this is the only way it works (according so some reactions from people)
riskbreaker86 Nov 12, 2005, 02:27 AM a great mod thank you! has greatly improved the lifespan of this game for me, its back to the good old civ days.
although im wondering when i select dynastic mode, is it automatically accompnied by a gigantic map? i'm sure i selected huge map yet this is my 1st dynastic game and the map is gigantic looking..
Morgan Azure Nov 13, 2005, 09:01 AM Hi, cool edit!
Comments:
The Growth Rate : Turn ratio is 0.125 compared to Normal and Epic's 0.233. That's out of proportion, but I can understand why you set rate low to produce a lower ratio, since it would take forever to produce anything.
CULTURELEVEL_NONE should also have a dynastic entry just to keep a clean standard. :p
The dynastic entry in <SpeedThresholds> in the culture file should be placed a top to match the descending order of game speeds (i.e dynastic>epic>normal>quick), or you could switch the other three into ascending order.
KHSOLO Nov 14, 2005, 05:06 PM To go with the Gigantic Map mod, I've created a mod that slows down the game even further than the Epic setting. I call it Dynastic. It also significantly extends the total number of turns in the game.
It should be trivial to change the file so that you can have 1-year turns straight through from 4000 BC to 2200 AD. But I'll save that for another day...
I strongly recommend backing up all files in your Gameinfo folder before installing mods. Any user mod has the potential for damaging the game. Take no risks.
Unzip the file to your Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\XML\GameInfo
folder, and replace the existing file.
You access this mod when starting a new game with the Custom Game option, under the Speed pulldown menu.
It's not playtested. Let me know if there are any bugs. I'll see what I can do to fix them, though there are no promises.
edit: Culture bug fixed, now the zip file contains 2 xml files.
edit: Uploaded most recent version. It doesn't take quite as long to build things now. The turns have been tweaked - you still get a horribly long game. I played for 4 hours last night and didn't hit year 0. The end date is 2500 AD.
Actually thats not the right place to unzip it into.
There is a MOD folder where ppl should be placing these mods and loading them via the load mod option in advanced features in the game.
If you dont do it this way when you get into MP it will tell the other party that your files have been changed and that will be a little cheesy for you :)
My 2 cents...and thanxs for the mod.
Lobox Nov 18, 2005, 11:59 AM I have tried this mod and its slow alright :) but it finish 1102 AD and not 2500 AD.
I think it also needs some tweeking with the research because in my game the chinese had infantry 1100 AD.
MerakSpielman Nov 20, 2005, 03:31 PM I've updated this mod and changed the attachment in the original post. It should be a LOT more balanced and playable now. See the final edit above for a quick summary of the changes.
:)
didaskalia7 Nov 21, 2005, 08:42 AM I have been searching the forums and I cant find this answer, Im probably brain dead by now.
When I load the mods and go to my screen that allows me to pick
game speed, types of maps, etc. The new mods titles show up with
"xxx_TXT_GAMESPEED_DYNASTIC"
I have checked every thing, but it all looks ok-- whats up?
:confused: :confused:
MerakSpielman Nov 29, 2005, 01:57 PM Hm... I've only gotten this mod to work if it's in the CustomAssets directory, not the MODS directory.
I'm not sure why you're seeing that. When I run the game, either a Custom or a regular single player, the word "Dynastic" shows up right in line with the other ones.
Have you cleared out the cache?
didaskalia7 Nov 30, 2005, 02:22 PM I cut and pasted the dynastic information into the game speed as if it came with original files, checked it, and there is no problem running it. As far
as the cache goes, its there when I first start the game, on load up.
Will the cache stay there when you close the program, and how do you clear it out?
:confused:
I get the same look with the "Gigantic" map mod that was made, I cut and pasted that in as well.
Thanks,
JamieCiv4Files Nov 30, 2005, 02:48 PM mirrored this file at http://civilization4.filefront.com/ for you MerakSpielman :)
MerakSpielman Nov 30, 2005, 03:07 PM I cut and pasted the dynastic information into the game speed as if it came with original files, checked it, and there is no problem running it. As far
as the cache goes, its there when I first start the game, on load up.
Will the cache stay there when you close the program, and how do you clear it out?
:confused:
I get the same look with the "Gigantic" map mod that was made, I cut and pasted that in as well.
Thanks,
If you have the patched version of Civ4, you can clear out the cache by holding down shift as the game loads.
I've had real trouble with the cache. I've made mods with new graphics, and even after totally eliminating the old graphics from the main program directory, it still loads them from the cache. I've gotten in the habit now of just cleaning out the cache every single time I load the game.
MerakSpielman Nov 30, 2005, 03:08 PM mirrored this file at http://civilization4.filefront.com/ for you MerakSpielman :)
Neat! Thanks!
didaskalia7 Dec 01, 2005, 01:27 PM Perfectimundo! Thanks, I will try the shift tonight after work.
Thanks for the help :goodjob: :goodjob:
(now if I can get my wife from yelling at me about the time spent on
this game!!):crazyeye: :crazyeye: :eek:
FexFX Dec 01, 2005, 09:38 PM Something I just learned about my Speed mod that I am anxious to learn about other speed mods...
I have had a report that in my mod GREAT PEOPLE do not properly grant techs when used to gain techs.
Has anyone tested this in your mod.
MerakSpielman Dec 02, 2005, 01:41 PM Something I just learned about my Speed mod that I am anxious to learn about other speed mods...
I have had a report that in my mod GREAT PEOPLE do not properly grant techs when used to gain techs.
Has anyone tested this in your mod.
If a tech costs more than a certain number of beakers (1500 I think), your Great Person will only contribute 1500 beakers to the tech. Then when you get around to researching the tech on your own, you are already a significant amount ahead. You see this all the time in the Modern age, when all techs cost a lot.
FexFX Dec 02, 2005, 02:08 PM If a tech costs more than a certain number of beakers (1500 I think), your Great Person will only contribute 1500 beakers to the tech. Then when you get around to researching the tech on your own, you are already a significant amount ahead. You see this all the time in the Modern age, when all techs cost a lot.
Yup, I had several people posit this answer in a different thread...
:)
Thanks for the breakdown tho!
Since tech costs are more than double a normal game's tech costs in my mod, This is a logical explanaion!
NorthernEmpress Dec 05, 2005, 06:42 PM Any updates of this for 1.09? It doesn't work anymore with the patch. :(
NorthernEmpress Dec 06, 2005, 06:48 PM I still can't make this work with 1.09. Holding down the shift key doesn't do anything, it still gives me errors on startup with this installed...
FexFX Dec 07, 2005, 07:55 AM I still can't make this work with 1.09. Holding down the shift key doesn't do anything, it still gives me errors on startup with this installed...
Are any mods working for you?
Have you tried my mod? (FexFX - Bigger & Longer)
What directory do you have the mod installed into?
NorthernEmpress Dec 07, 2005, 11:52 PM Are any mods working for you?
Have you tried my mod? (FexFX - Bigger & Longer)
What directory do you have the mod installed into?
I had an older version of the mod installed that actually put a radio button for "Dynastic speed" above epic speed, and that you had to replace the asset files instead of the mod folder. 1.09 didn't like that.
Trying the new one doesn't have that anymore, i'm assuming it just slows down all the speeds?
Fachy Dec 11, 2005, 10:12 AM Is it just me or everyone has Christianity found around 500 CE with this mod??
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