Bungus said:the speed changes look like they are due soley to the new barbarian system, right? I couldn't find anything in the editor, though I know you edited part of the script.txt . If theres anything else you did to effect speed that you can think of, please let me now. Thanks,
Right, but that doesn't change the loading time in between turns, it just changes the number of turns. Right?And the new timeline, that was a big change! (since 2.4 or 2.45 iirc)
Aeon221 said:I would say just put some ocean in somewhere between England and Greenland, or find a way to force galleys to sink in heavy water (oceans and seas) because I made it over there in 270AD... didnt feel like trying before.
Aeon221 said:I also had this problem (check like forty pages back), but I solved it in a slightly less difficult fashion. I simply made desert impassible, and made the Urals uncrossable except in in one area, which I put a barbarian spearman (with a fortress) to hold. Worked perfectly, as no one settled the area until a more historically accurate time. My solution was never included because it left desert civs stuck unless you preplaced roads for them... which I did.
Rhye said:Strange, your mod has random maps only, right?
A random 160x160 with 16 civs should not be that slow. Earth maps are instead very, very slow.
FooFight2000 said:make a new settler called "steppe settler" and have LM terrains for that area. (may be a bit of work). This steppe type settler would be good up to the industrial age. Then regular type population 4 settlers or whatever fromt then on. This will give time for the area to be settled. and will allow for razing and rebuilding cities in the industrial & modern ages. for none steppe civs. Give this settler unit to the russians & mongols for sure, possibly even the persians & indians, heck you could even make an arguement for the byzantines and china/korea could have historically settled that region.
Bungus said:Right, but that doesn't change the loading time in between turns, it just changes the number of turns. Right?
I'd be happy to beta test the expansion pack of the mod. I have fairly free weekends.Rhye said:BTW, I thank you for your services, I'll ask you if I need something.
And that will be soon.
At first I wanted to make the Xpack step-by-step, keeping everything public and posting it here.
But I've seen that for example the DyP team (which is developing Rise'n'Rule) has a private forum: I've already revealed many tricks, and perhaps it's better to keep features more private, to avoid copies, just like them.
Now, we all can discuss of the mod here, but about posting the BIQ, I'd make the middle choice: no public (posting it here, for anybody), no private (I keep it until finished): the best is IMO a group of 5-6 users, whom I send the biqs. Call it "Rhye's of Civilization development team" if you want.
In this group you (Aeon) would be very useful if you adore researching (me too!) and writing (instead I suck at writing).
I'd like Blasphemous, Chutchy Husky, Horton and Iztvan to be in, if they can.
If any of these people hasn't free time, I'll call somebody else who's been browsing this thread for quite a long time or gave good suggestions (Asclepius? Jaguar? Khift?)
Again, the others will not be excluded by the development. I've always been listening to everybody, and I'll keep doing it. We will discuss here.
Rhye said:I'm sorry, but I don't understand completely what you mean. What would the "steppe settler" have different from the other settlers?