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#1 |
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Chieftain
Join Date: Nov 2007
Posts: 8
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Longer Research mods for BTS
I've been unable to find a mod for BTS that slows research and increases game length. I used to play Real Epic for vanilla and warlords, but Shadowlords (the creator) does not have BTS and so cannot port it. Basically I'm wondering if a similar mod has been made for BTS or if not, if somebody could give me a walk through (or point me in the right direction) of how to port from warlords to BTS.
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#2 |
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Scourge of St. Lawrence
Join Date: Jun 2003
Location: Kingston, Ontario
Posts: 3,151
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If you just want to lengthen the game and slow research, it is very very easy to do yourself.
You can use notepad and open up the file Civ4GameSpeedInfos.xml which is found in assets/xml/gameinfos. Save it to customassets/xml/gameinfos if you don't want to overwrite your base game files (custom assets takes precedence when loading). The settings are fairly self-explanatory. For most of them, the higher the number, the more it will slow the thing down. It would not be as good as updating Real Epic (which has a few other tweaks, like AI changes) but it might do in the meantime. Last edited by frekk; Jan 16, 2008 at 05:27 PM. |
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#3 |
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Chieftain
Join Date: Nov 2007
Posts: 8
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Well I'll certainly keep that in mind. Real Epic was a little too epic for me at times as it was...
I'd still be interested in trying to update Real Epic if anybody has a relevant walk through on porting to BTS if only so that I could use the "Idle" production process. |
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#4 | |
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Scourge of St. Lawrence
Join Date: Jun 2003
Location: Kingston, Ontario
Posts: 3,151
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Quote:
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#5 |
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Prince
Join Date: Jul 2006
Posts: 524
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I was tired of the faster than historical tech times, so I slightly increased tech costs until I got the game to progress at a little closer to historical pacing.
I don't remember the exact percentages, but I think the increases I used were +2% for ancient techs, +4% for rennaisance techs, +6% for Industrial techs, and +6% for modern techs. The average date for Liberalism went from about 1250 AD to 1450 AD, and the average time for global circumnavigation went from around 1300 AD to 1480 AD - 1500 AD. The computer usually got a space victory sometime during the 1900's. I think around 1950 was the average. I am not fond of the solution of using a flat rate adjustment to science because the tech process during the early game is slow enough as it is. Having to wait longer just to build improvements would be a real pain. I'll upload my tech file later today. (I don't have access to my Civ4 computer right now.) Last edited by Molybdeus; Jan 27, 2008 at 10:22 AM. |
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#6 |
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Chieftain
Join Date: Nov 2007
Posts: 8
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Ok I'm still having some problems with editing the gamespeedinfo.xml. The game reaches a point where it suddenly no longer functions properly. I'm pretty sure this has to do with some transition between time periods (years/turn). My basic desire is to proportionally increase research times and game length on a normal setting or decrease production and a number of other settings on marathon setting. Both approaches led to this crashing problem after about an hour of gameplay.
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#7 |
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King
Join Date: Jul 2006
Posts: 985
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on tweaking the gamespeedinfo.xml file. Anyone know what the difference between ibuild, iconstruct, and icreate are?
One of those is for buildings, but then what are the others?
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That was Zen This is Tao |
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#8 |
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Emperor
Join Date: Dec 2001
Location: Edmonton, Alberta
Posts: 1,206
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I've been looking for the same thing. I even tried to mod the files myself. I keep getting errors though. I wish I had the time to sit and play with it and get it all right fo a few days but I don't. Ah well.
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- Steve Embrace this parody. |
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#9 |
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Immortal
Join Date: Mar 2007
Location: Indianapolis
Posts: 2,320
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if memory serves it goes like this
ibuild = rate of constructing buildings iconstruct = rate of constructing units icreate = rate of creating projects i might be wrong but its something like that, if you really must know, change 1 value at a time and see what it does
__________________
"Know thy self, know thy enemy. A thousand battles, a thousand victories. " - Sun Tzu Shiggs Earth - A ciV map and mod CivEarth.com - a fanatics site for multi-player Earth Scenario's for cIV & ciV |
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#10 |
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Scourge of St. Lawrence
Join Date: Jun 2003
Location: Kingston, Ontario
Posts: 3,151
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I think units is iTrain. But it could be iConstruct.
My best guess for these values is: iBuild: worker improvements. iConstruct: buildings? wonders? iTrain: units iCreate: wonders? buildings? |
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#12 |
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Chieftain
Join Date: Nov 2007
Posts: 8
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The link to the file no longer works.
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