Recent content by kevchod

  1. K

    global warming increased in 1.09?

    Yup, same thing. No ICBM launches either.
  2. K

    Modding the aspects of "Game Speed"

    Try the Civ4CultureLevelInfo file.
  3. K

    When they demand you cancel a trade...

    When one civ demands that you stop trading with a second civ, is there any way you can see exactly what deals you have with the second civ? It seems like you are stuck at the 'cancel trade' 'dont cancel trade' screen until you choose one or the other.
  4. K

    Modding the aspects of "Game Speed"

    One of the appealing aspects of the game, for me anyways, has always been the decision to either go a) all out culture, gold, etc., b) go all out military, or c) have a nice balance of the two, with neither really being world dominant. It would seem to me that keeping the train percent at...
  5. K

    Modding the aspects of "Game Speed"

    I've come across the same problem. That could be because you are able to build more buildings (some of which then produce more science), more great people, etc., which then offsets the balance of time/science. Has anyone tried just taking the 'normal' game speed, and making all the 100's...
  6. K

    Modding the aspects of "Game Speed"

    Moving the research back down to 150% will take you right back to the default Epic level...if you adjust the turns/years, youre only adjust the years that appear in the game, and not the actual turns that it takes to research something. I used the year increments I posted earlier. Research at...
  7. K

    Modding the aspects of "Game Speed"

    Sure...backup the original first, of course. I've modified the Epic speed here. The only testing I've done is to be sure that it moves the appropriate amount of years per turn (20, yes that works) and there is no culture explosion as mentioned above. <GameSpeedInfo>...
  8. K

    Modding the aspects of "Game Speed"

    When adding a 4th gamespeed, you must also edit the Civ4CultureLevelInfo file. There seems to be ties to the gamespeed in that file. I think adding a 4th gamespeed and not having that new gamespeed represented in the Culture file, it results in a culture explosion for everyone.
  9. K

    Modding the aspects of "Game Speed"

    I just got home and tried the same thing, with the same results. Culture exploded in my first city. I only changed the research and the years/turns variables. note: I added a 4th speed, as someone had suggested, instead of editing and existing speed. Perhaps this has something to do with...
  10. K

    Modding the aspects of "Game Speed"

    Pretty much...I dont know if the other values should be at 100 or 150....I'm guessing 150 because at 100 there might be too much military build up and not enough of an economic/military trade off. Also, I'm not sure if the last age should be 1/400. I think it should be 1/200 and 1/200. Same...
  11. K

    Need math/econ help changing ame speed!

    Check the Modding the aspects of "Game Speed" thread; I had similiar ideas with regards to the years/turns. However, 100 is the default (normal game speed, unless you consider "Epic" to be default); not 150. So I would check out a research level of 200 before the jump to 300.....
  12. K

    Modding the aspects of "Game Speed"

    I dont either. But read the first couple of posts, that explains everything. I'm going to try this when I get home. Jack research up to 200, and adjust the years/turns to this: 20yrs/100turns = 2000 years 15/66 = 990 10/140 = 1400 5/120 =600 3/220 = 660 1/200 = 200 1/200 = 200...
  13. K

    Modding the aspects of "Game Speed"

    Nice find! I need something like this, I love a slower paced game. "Ooops, I should replace my archers with tanks." I hate that! Correct me if I'm wrong here, but I see a couple of problems with slowing down the research without altering the year increments. It would basically slow down...
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