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Old May 07, 2012, 05:10 PM   #21
estro
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My civ 4 games last too long! Help!

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Old May 07, 2012, 05:57 PM   #22
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Quote:
Originally Posted by rah View Post
Isn't that [(ie. simultaneous turns MP)] the default?
Yes, but if playing a single player game in multiplayer mode, I would highly recommend turning simultaneous turns off.
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Old May 08, 2012, 03:32 AM   #23
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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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Old May 08, 2012, 06:39 AM   #24
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Quote:
Originally Posted by karadoc View Post
Yes, but if playing a single player game in multiplayer mode, I would highly recommend turning simultaneous turns off.
Now that I know it's an option, I will. But I know what will happen. I'll change it and forget to change it back and it will really confuse some people.
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Old May 08, 2012, 11:45 AM   #25
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Quote:
Originally Posted by oryx View Post
Set options to quick combat
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:
Originally Posted by TheWilltoAct View Post
Make sure to enable Quick Moves as well, it saves a ton of animation time.

I'm so used to the option that I almost didn't think of it.
While the birds fleeing the forest as your warrior enters is cool the first 100 times you see it, it just wastes your time after that.
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Old May 08, 2012, 12:07 PM   #26
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Instead of Marathon Huge games, try Normal Standard games.

Doing this, mine went from 24h games to 8h games.
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Old May 08, 2012, 12:58 PM   #27
TheWilltoAct
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Quote:
Originally Posted by Antilogic View Post
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.
Good points. I guess leaving combat animations on, even for offense, makes me feel a bit more invested in the outcome. Except that the animations are misleading and repetitive, which makes me extra angry when I lose at 95% odds!
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Old May 08, 2012, 10:53 PM   #28
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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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Old May 09, 2012, 12:13 AM   #29
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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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Old May 15, 2012, 06:48 AM   #30
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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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Old May 16, 2012, 03:59 PM   #31
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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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Old Jun 10, 2012, 05:11 AM   #32
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Play Civ Rev
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Old Jun 10, 2012, 07:35 AM   #33
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Quote:
Originally Posted by iggymnrr View Post
Exit the game before going to bed.
Neva, Play the game straight through!!
(Remember the monster energy)
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Old Jun 10, 2012, 11:18 PM   #34
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Quote:
Originally Posted by Ataxerxes View Post
For really quick games, try an OCC. Even with my mad micromanagement the game still takes under 2 hours.
I agree completely, and direct readers to the OCC Club links conveniently placed under this post.
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