Kael's Speedmod

Bringa

King
Joined
Jan 23, 2006
Messages
678
Sometimes, stalking people yields awesome results. I randomly had a look at what threads our Fearless Leader had been posting in recently and found this:

http://forums.civfanatics.com/showthread.php?t=217981

Imagine playing on a huge map with 16 civs, but WITHOUT waiting for 5 minutes every time you end a turn. I think the longest I experienced was around 5 seconds. It's awe-some.

I realized that bringing this to FFH will be a lot of work (I understand that a lot of FFH's functionality still resides in Python), but I can't help asking: is there an ETA on that? As in, when can we expect to see these crazy speedups in our favorite mod?
 
There will be a major rewrite to convert to BtS. This will probably be merged during that (or just after that) conversion. That way I have some time to work the kinks out of Speed Mod and I only have to integrate it once.
 
Okay, that makes sense. And I guess you don't have a better eta than "this summer" for BtS either? ;) (I'm a pest, aren't I?)
 
Okay, that makes sense. And I guess you don't have a better eta than "this summer" for BtS either? ;) (I'm a pest, aren't I?)

In the world of software games does anyone ever really know a release date?
 
In the world of software games does anyone ever really know a release date?

3dRealms do. They're just not telling.
 
I think that the speedmod is really brilliant, especially considering how... bloated mods can get with all their extras( FfH particularly).
That said, it does sound like this sort of thing could make casual modding(or mod modding as it were) much more difficult. I have to admit, I haven't taken a detailed look at everything that is being ported over, but it sounds like there may be some more than useful functions that will be locked out of python. I wonder if its possible to port over the functions, but leave them exposed to python, such that anything added to python would over-ride the defaults in the SDK?

Cheers!
 
I think that the speedmod is really brilliant, especially considering how... bloated mods can get with all their extras( FfH particularly).
That said, it does sound like this sort of thing could make casual modding(or mod modding as it were) much more difficult. I have to admit, I haven't taken a detailed look at everything that is being ported over, but it sounds like there may be some more than useful functions that will be locked out of python. I wonder if its possible to port over the functions, but leave them exposed to python, such that anything added to python would over-ride the defaults in the SDK?

Cheers!

When I do it for FfH I'll just use an xml entry for every block I put in place. Just a disableCombatResultPythonCheck which is set to true. Then modmakers have only to switch that to false to use that function. The best fo both worlds.
 
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