speed up

Nikolathos

Chieftain
Joined
Jul 9, 2009
Messages
12
Hi i remember when i mod the civ 2 to make the units cost half the shields. and the movement x2 of all units
but no the tecnologies

why that?
beacouse i played multiplayer and most of the time we could get one unit and then the new tecno make it obsolete...

so we used a lot of units, and the path to war dont take too long...?

can this be made to ROM? how can i do it?
or better can this be a option with the posibility of turning off?
 
Sure. look in :
...\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\XML\GameInfo\Gamespeedinfo.xml
for the production

and in :
...\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\XML\GlobalDefines.xml
for the movement.

Code:
	<Define>
		<DefineName>MOVE_DENOMINATOR</DefineName>
		<iDefineIntVal>120</iDefineIntVal>
	</Define>


If you ask pretty please I'll make a quick modular mod ;)
 
Thx for the help!!!


AND PRETTY PLEASE!!!! CAN you do that!?


beacouse the only problem i had now is if i make that... i will change all...
so i need to create a new mod...! pretty lame...


so can you can you? please please!?
 
There you go ;)

What it does : It speeds up unit production by 200% (Units cost 50% less) (Gamespeedinfo.xml) and doubles up route movements (Path 2move/road 4move/brickroad 6move etc) (Globaldefines.xml). It also lowers sea travel to 1 on coast and 2 on ocean (Terraininfos.xml). The reason why I didnt just edit all units to double movement was first of all it would be a lot bigger project and secondly (and most importent) it wouldnt be compatible with any modmods that had units in. (And since I'm a modmodder that would just be plain wrong ;))

Installation : put MPSpeedUp folder from RAR into one of the existing folders inside
...\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules
 
I actually think I'll use this, as well. Cheers, Vincenz.

Thinking of the effect it will have on the game - if units are cheaper, you'll keep less around, knowing you can build them when you want them quite easily and quickly. So you'll have more rapid changes in army size for both player and AI.

And higher movement has been on my wishlist for ages, as I do find it disconcerting that the amount a unit can move is so completely divorced from the apparent passage of time in a turn.

It routinely takes settlers 800-1000 years to move from their point of origin to their destination. Um, yeah.
 
the main problem is that it wont help the settler unless he walks on some sort of a road. I couldnt find a general movement setting other than the routes. I tried to set 1move terrains and features to 0.5 move but that wasnt accepted as a define (Has to be hole number).

If anyone knows how to adjust that, I would be happy to know ;)

The mod only makes it easier to produce and gather armies. The campaigns has to be done old RoM style ;) Unless you put your armies on ships ofcourse ;)
 
thx a lot!

this will be very entretaining!

i hate to travell like 30 turns in huge maps to go war.

:)

very interesting thing with the roads... hope anyone get the non road movement double up.
i was thinking of doubling up all the units, but vincent convinced me with the compatibility issues.

thx again
 
the speedup idea were nice...but this destroy the player treasure how about a lower the support cost by half too ?
 
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