[BUG?]... with Worldbuilder scenarios and GAME SPEED ALTERATIONS

Zen Blade

Warlord
Joined
Oct 31, 2008
Messages
247
Has anyone been able to get game speed alterations to take effect in a scenario game as part of a larger mod?

The only changes that I can get to work are the ones that change turn increment.

If I create a new game speed, I can get it to show up on the "advanced setup" menu, but not the normal game menu.

In addition, although I can enable the customized game speed IN WORLDBUILDER, when the scenario is selected in Civ V, the customized game speed is not used. Instead, Civ V defaults to the "standard" game speed. And indeed, in the game the game speed is standard.


Does anyone have any knowledge/experience about this issue?

I have also tried "updating" an already existing game speed, but those changes did not take either in the scenario that I created.
The main focus has been on trying to get science slower while speeding up unit and building construction.

Anyways, any help (or confirmation that this is a bug) would be greatly appreciated.
thanks,
-Zen Blade
 
if your just tring to get science slower and construction faster why don't you just alter the ResearchRate, ConstructRate, and TrainRate in the gamespeed infos? Seems like that would be much easier.

also, I'm pretty sure all the calendars are just copies of default at the moment, none of them functionally different from one another at all. Kinda just placeholders until they fix what should have been done for release. ;)
 
shiggs,

I have tried to update the rates before, but they don't seem to take hold...
what code have you used to get the rates to actually change?
 
I did this is in one of my mods, it works;

Code:
<GameData>
	<GameSpeeds>
		<Update>
			<Where Type="GAMESPEED_MARATHON"/>
			<Set ResearchPercent="1500" TrainPercent="900" ConstructPercent="900"/>
		</Update>
		<Update>
			<Where Type="GAMESPEED_EPIC"/>
			<Set ResearchPercent="750" TrainPercent="450" ConstructPercent="450"/>
		</Update>
		<Update>
			<Where Type="GAMESPEED_STANDARD"/>
			<Set ResearchPercent="500" TrainPercent="300" ConstructPercent="300"/>
		</Update>
		<Update>
			<Where Type="GAMESPEED_QUICK"/>
			<Set ResearchPercent="335" TrainPercent="201" ConstructPercent="201"/>
		</Update>
	</GameSpeeds>	
</GameData>

guess I meant to say percents, not rates
 
Ok,

I am getting some of the updates to work in game, but so far nothing seems to affect the worker rates... although I got this weird graphic:

You can see that for building the pasture there are two estimated times... the larger one is the normal marathon rate (and the one that is actually occurring in-game). The shorter one is what the worker rate should be based on the alterations I made... or at least I think this is right... the 2:1 ratio matches the change in "ImprovementPercent" as well as in "CreatePercent" (but I think "create" is great general or persons?)

thoughts?
-Zen Blade
 

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I think create is actually for projects, but I'm not completely sure.

interesting, so just changing the ImprovementPercent changes the tool tip, but functionally its the same? Must be bugged if this is so, or yet another design flaw, who knows.
 
No brilliant ideas on how to solve?
or fix?
:(

other than changing the worker unit (that is)
 
I haven't looked at all of that stuff enough to know for sure, I'll let you know if I think of anything or stumble upon it. ;)
 
Shiggs,

So, for improvements, you also need "buildpercent"

I now have "buildpercent" and "improvepercent" set to the same number, and in-game that seems to solve the worker improvement issue.

I had thought "build" was related to wonders.
 
ah, yea, thats why I said I didn't know for sure, pretty much just have to play around with it and figure it out ;)
 
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