New modder q's

inquisitor80

Chieftain
Joined
Sep 9, 2014
Messages
19
I recently started playing with c4c and i am loving it
i have played the base game and then played R&R
the thing that bugs me is the time
i know it is balanced on turns, but the turns are denoted in years or months
i would like to "rebalance" the game based on 1 turn = 1 month
if this already done please point me there,

otherwise could somebody tell me which file/lines control the amount of time elapsed in 1 turn.

XML editing is about as good as i am right now, hopefully this can be done at this level

i would then have to rebalance turns it takes to sail to Europe and production and such but i think i can do that as well.
(if i missed something vital pls let me know)
 
The xml file you are looking for is in .../Assets/XML/GameInfo and is called Civ4GameSpeedInfo.xml

Below is the section for gamespeed TAC_normal:
Code:
<Civ4GameSpeedInfo xmlns="x-schema:CIV4GameInfoSchema.xml">
	<GameSpeedInfos>
		<GameSpeedInfo>
			<Type>GAMESPEED_TAC_NORMAL</Type>
			<Description>TXT_KEY_GAMESPEED_TAC_NORMAL</Description>
			<Help>TXT_KEY_GAMESPEED_TAC_NORMAL_HELP</Help>
			<iGrowthPercent>100</iGrowthPercent>
			<iStoragePercent>100</iStoragePercent>
			<iTrainPercent>100</iTrainPercent>
			<iConstructPercent>100</iConstructPercent>
			<iFatherPercent>160</iFatherPercent>
			<iGreatGeneralPercent>100</iGreatGeneralPercent>
			<iRevolutionTurns>200</iRevolutionTurns>
			[B]<GameTurnInfos>
				<GameTurnInfo>
					<iMonthIncrement>12</iMonthIncrement>
					<iTurnsPerIncrement>100</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>9</iMonthIncrement>
					<iTurnsPerIncrement>80</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>6</iMonthIncrement>
					<iTurnsPerIncrement>80</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>3</iMonthIncrement>
					<iTurnsPerIncrement>40</iTurnsPerIncrement>
				</GameTurnInfo>
			</GameTurnInfos>[/B]
		</GameSpeedInfo>
In the single GameTurnInfo tags you define how many months a game turn shall cover and for how many game turns that setting shall be valid.
As you see, the total of game turns for normal speed is 300, so in your case you would need just one set of GameTurnInfo tags like this:
Code:
				<GameTurnInfo>
					<iMonthIncrement>[B]1[/B]</iMonthIncrement>
					<iTurnsPerIncrement>[B]300[/B]</iTurnsPerIncrement>
				</GameTurnInfo>

Edit:
It might be best though to make a copy of that file and to change the setting for gamespeed marathon according to your wishes, as I assume you wish to have more than 300 turns.
 
awesome, thank you

if i understood you correctly it should go like:

Spoiler :
Code:
	<GameSpeedInfo>
			<Type>GAMESPEED_TAC_MARATHON</Type>
			<Description>TXT_KEY_GAMESPEED_TAC_MARATHON</Description>
			<Help>TXT_KEY_GAMESPEED_TAC_MARATHON_HELP</Help>
			<iGrowthPercent>300</iGrowthPercent>
			<iStoragePercent>300</iStoragePercent>
			<iTrainPercent>300</iTrainPercent>
			<iConstructPercent>300</iConstructPercent>
			<iFatherPercent>500</iFatherPercent>
			<iGreatGeneralPercent>300</iGreatGeneralPercent>
			<iRevolutionTurns>600</iRevolutionTurns>
			<GameTurnInfos>
				<GameTurnInfo>
					<iMonthIncrement>1</iMonthIncrement>
					<iTurnsPerIncrement>900</iTurnsPerIncrement>
				</GameTurnInfo>
			</GameTurnInfos>

this will adjust the time scale for only Marathon and leave the others as normal.
excellent. looking at the code around it

Spoiler :
Code:
			<iGrowthPercent>300</iGrowthPercent>
			<iStoragePercent>300</iStoragePercent>
			<iTrainPercent>300</iTrainPercent>
			<iConstructPercent>300</iConstructPercent>
			<iFatherPercent>500</iFatherPercent>
			<iGreatGeneralPercent>300</iGreatGeneralPercent>
			<iRevolutionTurns>600</iRevolutionTurns>

looks like where i can adjust things that take "time" to complete
so by scaling the number of turns per year up, you also need to scale these up so they have a relative same length as they use to?

the only tag i don't see is for land improvements.
 
awesome, thank you

if i understood you correctly it should go like:

Spoiler :
Code:
	<GameSpeedInfo>
			<Type>GAMESPEED_TAC_MARATHON</Type>
			<Description>TXT_KEY_GAMESPEED_TAC_MARATHON</Description>
			<Help>TXT_KEY_GAMESPEED_TAC_MARATHON_HELP</Help>
			<iGrowthPercent>300</iGrowthPercent>
			<iStoragePercent>300</iStoragePercent>
			<iTrainPercent>300</iTrainPercent>
			<iConstructPercent>300</iConstructPercent>
			<iFatherPercent>500</iFatherPercent>
			<iGreatGeneralPercent>300</iGreatGeneralPercent>
			<iRevolutionTurns>600</iRevolutionTurns>
			<GameTurnInfos>
				<GameTurnInfo>
					<iMonthIncrement>1</iMonthIncrement>
					<iTurnsPerIncrement>900</iTurnsPerIncrement>
				</GameTurnInfo>
			</GameTurnInfos>

this will adjust the time scale for only Marathon and leave the others as normal.
excellent. looking at the code around it

Spoiler :
Code:
			<iGrowthPercent>300</iGrowthPercent>
			<iStoragePercent>300</iStoragePercent>
			<iTrainPercent>300</iTrainPercent>
			<iConstructPercent>300</iConstructPercent>
			<iFatherPercent>500</iFatherPercent>
			<iGreatGeneralPercent>300</iGreatGeneralPercent>
			<iRevolutionTurns>600</iRevolutionTurns>

looks like where i can adjust things that take "time" to complete
so by scaling the number of turns per year up, you also need to scale these up so they have a relative same length as they use to?

the only tag i don't see is for land improvements.

The tag for land improvements is iGrowthPercent. For marathon speed
Code:
<iGrowthPercent>300</iGrowthPercent>

This means that at marathon speed you build each land improvement 3 times longer than at normal speed where iGrowthPercent = 100.

In SDK this tag is related to BuildTime of each improvement in CvPlot.cpp.

Code:
int CvPlot::getBuildTime(BuildTypes eBuild) const
{
..........
	iTime *= GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getGrowthPercent();
	iTime /= 100;
.........

	return iTime;
}

so by scaling the number of turns per year up, you also need to scale these up so they have a relative same length as they use to?

In general case, no, it's not necessary to do. However you can calculate how long your improvement will build (how many months) and decide to change this value or not.
 
The tag for land improvements is iGrowthPercent. For marathon speed
Code:
<iGrowthPercent>300</iGrowthPercent>

This means that at marathon speed you build each land improvement 3 times longer than at normal speed where iGrowthPercent = 100.

thank you much
many tag are self explaining, this one got by me. i figured it had to do with population growth

additionally, where would i find the parameters for the euro market? and how it determines to start getting "soft" ? i think it needs a bit of "stiffening"
 
additionally, where would i find the parameters for the euro market? and how it determines to start getting "soft" ? i think it needs a bit of "stiffening"

I would also like to know where to find the part of the code for the culture expansion of borders. the various thresholds for each expansion, i would like to adjust to them.

the way i am looking at it culture bondry is like a zone of control. in this setting a city should not be able to project power as far is it currently can. given a decent location you can pump out so much culture from just one developed city to displace at least 4 native cities without trying, let alone how many you can get with trying.

maybe i am a weirdo, but i don't usually play scorched earth with the natives. every war i have been in with them they started. usually due to culture border issues.
 
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