ASB central
Chieftain
- Joined
- Jan 14, 2009
- Messages
- 9
So hi,
I haven't posted here in a while, but I have made the move back from civ 4 to civ 3 for my own reasons(I like bigger maps and hate MAF errors). anyways I have been trying to make some minor changes to the game and have hit a couple snags, first off, I have always loved the future tech units from games like CTP and ToT, so in order to get that I need to use mods, which is fine, the modders for civ do great work. However because of my love of epically sized huge maps (250x250) I have encountered the problem that it takes like a thousand years for my forces to go from one end of my empire to the other, so my solution is to either shorten the span of time covered by a game turn, or to increase the speed of units.
Ideally I'd like to do a little of both, but there are a few little snags involved in that, first is that if I decrease the span of time per turn, then I will have jet fighters by the early dark ages
, also, I like to spend some time dwelling on each era fully exploring the capabilities of the units and improvements for each time, so I want tech advancement to go slower. I have tried to up the tech rate value in the scenario editor, however it is limited to a level of 1000, and although this does slow advancement quite a bit, Ideally I would like to slow it a bit more. Is there a way to increase that limit, get around it, or is there an alternate technique? I know I can increase the cost of advancements, but that is a bit of a problem, because that is tedious as hell to go into each and every tech and edit the cost, especially if I want to fine tune the advancement rate for a scenario.
The other issue is that the only way I have figured out how to increase unit speed is to go into each unit and increase the speed value individually, which is a REALLY tedious process, and also is very hard to fine tune. Is there a way to modify movement rates for the entire scenario without doing it on a unit by unit basis? and barring that doing it the slow tedious way doesn't work that well because in the mod I am using (far horizons), some units give me the error "Please select an integer between 0 and 349" and it indicates the icon number value, and the editor doesn't allow me to do anything until I fix the icon number. Since there are obviously more than 350 units in that scenario I can see how that would be a problem, however if the mod creator managed to create that many units and assign icon numbers higher than 349, it must be possible to edit these units without having to reassign the icon numbers to something below 350. So how do I do that?
Finally, if I uncheck the "time limit" box in the scenario tab in the scenario editor, does that mean the game is open ended? Also if so, how does the turn intervals work after you go past the last batch of turns defined in the "time scale" menu? Do you still use the same alloted time scale as the last batch?
For example I set the game to have 500 turns on the time scale table, the base unit is months, I have 100 turns at 12 months, 100 set for 9 months, 100 set for 6 months, 100 for 3 months, and 100 for 1. after turn 500 do the turns continue going at 1 month each? Also do I have to set all seven values or can I set only 4 or five values?
Thanks much in advance for your help.
I haven't posted here in a while, but I have made the move back from civ 4 to civ 3 for my own reasons(I like bigger maps and hate MAF errors). anyways I have been trying to make some minor changes to the game and have hit a couple snags, first off, I have always loved the future tech units from games like CTP and ToT, so in order to get that I need to use mods, which is fine, the modders for civ do great work. However because of my love of epically sized huge maps (250x250) I have encountered the problem that it takes like a thousand years for my forces to go from one end of my empire to the other, so my solution is to either shorten the span of time covered by a game turn, or to increase the speed of units.
Ideally I'd like to do a little of both, but there are a few little snags involved in that, first is that if I decrease the span of time per turn, then I will have jet fighters by the early dark ages

The other issue is that the only way I have figured out how to increase unit speed is to go into each unit and increase the speed value individually, which is a REALLY tedious process, and also is very hard to fine tune. Is there a way to modify movement rates for the entire scenario without doing it on a unit by unit basis? and barring that doing it the slow tedious way doesn't work that well because in the mod I am using (far horizons), some units give me the error "Please select an integer between 0 and 349" and it indicates the icon number value, and the editor doesn't allow me to do anything until I fix the icon number. Since there are obviously more than 350 units in that scenario I can see how that would be a problem, however if the mod creator managed to create that many units and assign icon numbers higher than 349, it must be possible to edit these units without having to reassign the icon numbers to something below 350. So how do I do that?
Finally, if I uncheck the "time limit" box in the scenario tab in the scenario editor, does that mean the game is open ended? Also if so, how does the turn intervals work after you go past the last batch of turns defined in the "time scale" menu? Do you still use the same alloted time scale as the last batch?
For example I set the game to have 500 turns on the time scale table, the base unit is months, I have 100 turns at 12 months, 100 set for 9 months, 100 set for 6 months, 100 for 3 months, and 100 for 1. after turn 500 do the turns continue going at 1 month each? Also do I have to set all seven values or can I set only 4 or five values?
Thanks much in advance for your help.