Quick Movement and Combat for AI turns only

Falsted

Chieftain
Joined
Jun 24, 2019
Messages
5
Hey All,

Does anyone know if there's a working Mod for the current version of Civ 6 (June 2019 update), that would enable quick combat/movement only during the AI's turn? After doing a quick search on google earlier, it looks like someone made exactly what I'm looking for, but it was back several years ago when Civ 6 first came out, and it hasn't been updated at all as far as I can tell...

I like the animations of the movement/combat in Civ 6, but after a few eras into a game, it just becomes way to slow watching them play out during the AI's turns, so I just generally end up turning quick movement/combat on by then.

I'm pretty sure this would be a fairly simple mod to make, but I have 0 experience modding, so not to sure.

I was also wondering how difficult it would be to make a mod that simply sped up the movement/combat animations? Like I said, I like the animations in the game, but some of them take way too long to play out, and it would be awesome to have a simple slider bar in the game options menu or something where you could easily adjust how fast/slow the animations play. I know it's much better than it was in Civ 5 when you had quick movement/combat enabled (it's not 'instant' per say like in Civ 5, but it's still very fast). Would just be cool to be able to keep the normal animations on, but have them play at like 2x or 3x the regular speed - as most of them are just simply too slow right now.

Not sure if both of these requests would be fairly simple code changes in the Civ 6 files? I was recently able to modify the code to change the camera angel in the game a bit, and use just a black fog of war instead of the parchment effect, which is way more to my liking - so I'm not sure if the faster combat animations/enabling quick combat for the AI turns only; would be a fairly simple code adjustment that I could make myself to the files?
 
Though...! I was just playing a game with the mod, and it was working great, but as soon as I met the first AI Civ in the game, it reverted to quick movement and combat on my turns as well... Any idea what could have caused this (it's pretty much like the mod just disabled itself for some reason)? I went into the options menu after this happened, and turned it back to non-quick movement/combat, but it forced it to stay on quick... I restarted the game, and it was back to functioning correctly after, so the restart fixed it again. Any ideas?

edit: Actually, it only seems to revert you back to quick movement/combat for the remainder of the turn that you met an AI player, then it seems to go back to working properly your next turn; so it's all good! Thanks!
 
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Interesting. I have a few ideas as to why that may be happening. After work tonight, I'll look more thoroughly on my dev box and see if I can figure out what is going on.
 
@Zugaikotsu I see you updated your mod lately, so maybe you are still around ?

these settings speed up movement animations without quick combat:
Code:
-- faster movement for all other units
UPDATE MovementRates SET IndividualOffset = 0.001; -- delay between part-units from a unit
UPDATE MovementRates SET RowOffset = 0; -- delay between rows of part-units from a unit
UPDATE MovementRates SET TotalTime = TotalTime/4; -- the total time a part-unit needs to reach the plot

Unfortunately I did not find out how to speed up combat animations. I also took a look at the dll code, but found nothing yet... maybe you know a soltuion or where to look for?

EDIT:
sry, this is for Civ 5.. somehow got in the wrong section .. :D
 
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@Serp, unfortunately, my mod is not that involved. It simply toggles the options based on when it should, which allows for the movement+combat to be the same as if the option was toggled by the player during that time frame.
There are a few random functions for setting animation speed that might be worth seeing if you can hack into (although I believe they might be UI based):
void SetAnimationSpeed( float )
void SetSpeed( float )

I wasn't aware the DLL code had been published. I'll have to take a look into that.
 
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