C2C Combat Mod Introduction - Step III (The New Face of Combat)

Yeah, I kinda got the impression its a problem with gamespeed and player preference more than anything. At times, I quite like the seriously drawn out game. I know some players do. I also know that some of us want a bit more action as the game progresses. And that's where the gamespeed preferences come into play.
 
It's very hard for me to believe that players actually like this plodding, click turn click type of play. But that's another discussion.

JosEPh

That is the way many mods and base BtS play at the beginning. I have often thought that Koshling's "auto end turn until there is something I am needed for" ption would make a good general mod for other mods to use.
 
I'm pretty sure pit said he made eternity even slower for his scenario in some way.

If a tracker take 50 turns to train on eternity it should take 8 turns on normal gamespeed under normal C2C ruleset. I'm pretty sure trackers usually go faster to build on normal than that.
 
I'm pretty sure pit said he made eternity even slower for his scenario in some way.

If a tracker take 50 turns to train on eternity it should take 8 turns on normal gamespeed under normal C2C ruleset. I'm pretty sure trackers never take more than 0.1 turns to train on normal; so case in point.

On normal it can take from 4-10 turns to train a tracker depending on the number of wonders you manage to get built before you get the tech.
 
I'm pretty sure pit said he made eternity even slower for his scenario in some way.

If a tracker take 50 turns to train on eternity it should take 8 turns on normal gamespeed under normal C2C ruleset. I'm pretty sure trackers usually go faster to build on normal than that.

When I posted it would be 50 turns before my tracker was done that included several items in the Build list before the tracker. Tracker at turn 800 takes 22 turns. When trackers 1st became available it was ~32 turns. Of course All the build list is dependent upon available :hammers:.

EDIT: I'm about done with the Pit eternity based scenario. If I start it up again I will change the gamespeed to marathon and see how it plays. Of course all the problems he's been reporting are with the AI keeping up with the player. And the running out of money and not keeping Crime under control I've found Not to be a problem for the Player. My Crime has never hit the level that would've activated Looting before I moved it to masonry and upped it's minCrime from 250 to 300. My crime level has never gotten above 100 thru 800+ turns. Of course I know to set the Tribal Guardian to Crime Fighting and Pit did not until just recently.

JosEPh
 
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