Chronicles of Mankind

I actually very much enjoy the slow pace of the game. You can really experience each era. It's what keeps me hooked to this mod.

If you reset the game speed to something more akin to vanilla BTS that would be bad. You'd just do what vanilla does and breeze through each of the ages. And that's just not fun.

So maybe do something in the middle. Like keep the tech speed real slow but make buildings and units faster to build. Something like that. That might allow you to retain the same slow era progressing but give us more to do in each era than just constantly having a building que.
I tried an AI autoplay where unit training is about 2X - 1.5X faster. I'm not sure yet...

Either that or trim down the number of buildings in the game. That might work as well.
Aha... :P
Would be a hell lot of work. So no.
 
Aha... :p
Would be a hell lot of work. So no.
True, but like some of them could use to be made automatic. Like the various buildings that only have an effect if a city has a resource in its BFC.

Either way odds are that the problem is as he says that there are simply too many things to build and too little time to build them in.
 
Last edited:
Actually it's a very tricky thing. I remember that in the past AND2 players were complaining that there aren't enough things to build. Even backwater cities had every building. So I'll make things only a little faster.
 
Here's a screenshot from my present AI autoplay:
upload_2021-11-29_9-56-17.png

There are some wars in the Renaissance.

I'll try something more:
Isolationism:
Upkeep none (was Low)
-1 relaions with all civilizations

Belligerence:
-1 relaions with all civilizations (was -1 with less powerful civs only)

I hope this will cause a little more wars to happen.
 
Okay, here it is:

Spoiler :



1.2.2b HOTFIX

General
=======


Unit are trained faster.
Buildings ale built faster.
All religions spreadfactor is decreased.


Civics
=====


Isolationism:
Upkeep none (was Low)
-1 relaions with all civilizations

Belligerence:
-1 relaions with all civilizations (was -1 with less powerful civs only)



It's a sort of "use at your own risk" thing. It needs more testing, so please try it :)
 

Attachments

I'll check it out as soon as I am off work. Hopefully the DLL from 1.2 will work for me.
 
I made only some xml changes.
I was talking about the 1.2.2 patch. I am still running 1.2.1 on account of that being the one with a DLL that does not crash for me. :) And I have seen that 1.2.2 comes with a DLL in the archive.
 
I am pretty sure I don't have some of those leaders in the version of the mod I am playing...
Are those like in the new 1.2.2 update?
 
So I went through the event XML file, and as far as I can tell, there is only the 2 events that mention a "resource found" without adding the new CoM resource: the prime timber, and the tourism events. I changed them in the attached file.

I've also been doing a ton of work on the map script, for better or worse. Here are some previews:
upload_2021-11-30_16-53-53.png

I've added a "plane-cut" to avoid pangaeas without meteors, speeding up the script and making maps seem a bit more natural
I've also re-written the climate module to include better simulation of currents and winds, and included rivers/lakes within that model
Finally, lots of tweaking and adjustments of feature and terrain generation and fractions.

I've had to tweak some of the XMLs as well, especially the bonuses. Since the map generates with a LOT of forests (based on the fact that early humans would have found themselves in a well-forested world), I've had to add the forest/jungle/savannah feature booleans to most of the bonuses. I've also changed some of the bArea booleans (such as deer, deer were restricted to a single area), and the weights (ie: camels had a 200 appearance, the highest in the game) and distances (lowered the bonusclass distances a bit to ensure all bonuses get placed). Finally, I've removed the plains boolean from the floodplains feature, since that forces ALL river tiles in plains to be floodplains (for some odd reason).

I still want to test this a bit more, plus I need to speed up the bonus placement and start area functions, they are taking FAR too long and cause crazy load times. Once I'm a bit more finalized I can share the script and files.
 

Attachments

Oh no, sorry. They are just part of my personal modifications that I didn't post anywhere.
Too bad. My ideal civ roster includes, Mobutu, Pol Pot, Kim and every other happy nice leader out there. Speaking of which someone really should do an Oliver Cromwell leaderhead for the english.
 
So I went through the event XML file, and as far as I can tell, there is only the 2 events that mention a "resource found" without adding the new CoM resource: the prime timber, and the tourism events. I changed them in the attached file.

I've also been doing a ton of work on the map script, for better or worse. Here are some previews:
View attachment 615391
I've added a "plane-cut" to avoid pangaeas without meteors, speeding up the script and making maps seem a bit more natural
I've also re-written the climate module to include better simulation of currents and winds, and included rivers/lakes within that model
Finally, lots of tweaking and adjustments of feature and terrain generation and fractions.

I've had to tweak some of the XMLs as well, especially the bonuses. Since the map generates with a LOT of forests (based on the fact that early humans would have found themselves in a well-forested world), I've had to add the forest/jungle/savannah feature booleans to most of the bonuses. I've also changed some of the bArea booleans (such as deer, deer were restricted to a single area), and the weights (ie: camels had a 200 appearance, the highest in the game) and distances (lowered the bonusclass distances a bit to ensure all bonuses get placed). Finally, I've removed the plains boolean from the floodplains feature, since that forces ALL river tiles in plains to be floodplains (for some odd reason).

I still want to test this a bit more, plus I need to speed up the bonus placement and start area functions, they are taking FAR too long and cause crazy load times. Once I'm a bit more finalized I can share the script and files.
Are you talking about improving the CoM_PerfectMongoose script? It is worth saying that you should not make pangea something unacceptable, firstly, playing pangaea is fun, secondly, it took place at a certain stage in the development of the planet. It should also be said that your temperature is too smooth, at 10th latitude there should definitely be a permafrost or tundra zone, which is not.
 
I have such a problem that after changing the textures of the pack, purple hills, after the return of the textures of the pack, spats, all the same problems remain.
 
I have a question. Given the current state of your razing system why don't you just revert to the vanilla behavior? I mean, that worked.
You can always go back to your thing one day once you figure it out.
 
Back
Top Bottom