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#21 |
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Chieftain
Join Date: Mar 2012
Posts: 10
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My civ 4 games last too long! Help!
Deleted double post.
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#22 |
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AI programmer
Join Date: Oct 2005
Location: Australia
Posts: 1,454
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Yes, but if playing a single player game in multiplayer mode, I would highly recommend turning simultaneous turns off.
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K-Mod: Far Beyond the Sword |
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#23 |
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Chieftain
Join Date: Nov 2010
Posts: 84
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Yesterday I finally reached a diplo win with Darius on East Asia map (reported as Large, but I think it is actually Huge), on Normal speed at ~1836. My second Emperor win.
Clock reported 44 hours!!!!! which actually means much more time, at least 50 hours. It has been really exhausting. I normally play Standard maps, but love these realistic maps (Asia, SAmerica, Africa ones). I will follow tips in this thread and those from old TMIT's one. My health will thank you so much |
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#24 | |
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Prince
Join Date: Sep 2005
Location: Chicago
Posts: 583
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Quote:
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#25 | |
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Sheepishly Statist
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This significantly dropped my time--the sound effects tell you who won or lost, so I use quick combat for my offense and attacking 20 units in a city becomes a 10-second affair or less.
I tend to leave combat animation on for defense just so I can see the order of attacks and process what is happening. Never felt the need to turn it off. Quote:
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Patron of fine and wholesome iced-cream manufactories. |
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#27 | |
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I am observe
Join Date: Sep 2007
Location: Exiled from Fribbulus Xax
Posts: 1,873
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Quote:
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#28 |
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Deity
Join Date: Jul 2009
Location: Texas
Posts: 2,932
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The combat animations would be far more useful if they actually showed some quick little animation for each round of combat indicating what happened. It isn't that complicated as there are only 4 possible combat results in each round (attacker wins round and does damage, attacker won round but defender has a first strike so attacker does no damage, defender wins round and does damage, defender won round but attacker has a first strike so defender does no damage) and withdrawal (either from attacker losing round but making chance or hitting the limit of the damage the unit is allowed to do). The length of the animation would tell you how quickly it was over and you would get a good idea of the damage taken by the winner (or both, in the case of withdrawal).
Why they did not do this, I do not know. As it is, a quick combat that was only 1 round long can show a long pointless animation that makes it seem like it was some epic struggle instead of the slaughter that it was.
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Mod: Final Frontier Plus, version 1.81 released 27-June-2012 Mod: Rocks 2 Rockets, version 0 patch 0.3 released 9-April-2013 |
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#29 |
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AI programmer
Join Date: Oct 2005
Location: Australia
Posts: 1,454
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@God-Emperor, I just glanced at some of the code for how this stuff is decided. I can tell you that there is at least a bit of what you described in there already: the number of first-strike rounds is used in the animation. It's particularly noticeable if you have a ranged unit fighting a melee unit - the number of ranged shots fired before they get up close is the number of first-strike rounds.
But apart from that, it's just a semi-random mess with essentially nothing to do with what is reported in the combat log. Maybe I'll have a go at changing it for K-Mod. [edit] One good reason why the animation shouldn't simply mimic the 'actual' combat is that it would take too long. There's usually more than twice as many actual combat round as there are animated combat rounds.
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K-Mod: Far Beyond the Sword Last edited by karadoc; May 09, 2012 at 12:26 AM. |
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#30 |
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AI programmer
Join Date: Oct 2005
Location: Australia
Posts: 1,454
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In case anyone in interested, I did end up changing the orchestration of the combat animations in K-Mod so that more closely reflect the actual underlying combat mechanics. It's still not a blow-for-blow representation, but it's a hell of a lot closer than the original orchestration.
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K-Mod: Far Beyond the Sword |
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#31 |
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Deity
Join Date: Jul 2009
Posts: 3,034
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For really quick games, try an OCC. Even with my mad micromanagement the game still takes under 2 hours.
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#32 |
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Warlord
Join Date: Aug 2009
Posts: 292
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Play Civ Rev
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#33 |
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Chieftain
Join Date: Apr 2012
Posts: 29
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#34 | |
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Queen of Naptime
Join Date: Dec 2009
Posts: 750
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Quote:
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"The distance is great from the firm belief (that I'm going to win) to the realization from concrete experience (of seeing the Victory Screen)." - Isabella I
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