This is something I've done for me beeing a bit frustrated by long SS6.4 turn times and now I'm sharing it to all who don't mind a little trimming of excellent gracul's SS6.4 campaign_script for the sake of lowering down turn times.
Note that this campaign_script is the work of gracul with Germaniku5' features and all credits go to them.
CHANGES:
(Deleted scripts are in red)
Spoiler Alert, click show to read:
- 1)AI STUFF & CAMP PREPARE
- Setup AI (Increasing AI's king's purse at start depending on difficulty)
- Is the AI? (Citadel boost)
- Byzantine Leader Battle Models (Leader and Heir models for new leaders and heirs)
- G5 Looting Script Compact
- Ageing Script (How fast characters age)
- Church Titles (Antipope, etc.)
- Hanseatic System (About HL)
- Faction Leader Global Traits ("Thinks of his people", ""protector", etc. traits for leaders)
- Great People Ancillaries (Ancillaries like "Joan of Arc", "Marco Polo", etc.)
- Merchant&Priest&Ship Support Spawn (Random spawning of Merchants, Priests and Ships for AI)
- G5 Faction Economy Script (Adding money to AI factions every turn (huge script and probably most time consuming))
- AI Reinforcements (Spawning of AI's armies at start)
- 2)PLAYER PART
- Faction Killer Workaround (Not sure)
- Besiege Upkeep (Money penalties per turn for besieging, very small 100-200)
- Setup Events (Factions not disappearing when Leaders and Heir die)
- City Reveal (Lifts fog of war from Rome, Jerusalem, Leon, Constantinople,.. depending on player's faction's religion)
- Major Events (Jerusalem captured, etc.)
- Player Notification (Death of faction leader, princeses coming of age notifications)
- Interactive Events (Trade fair, Turnaments, etc.)
- 3)EMERGENT FACTIONS/NATIONAL UPRISINGS
- William Wallace Uprising
- Teutonic Order Emergent
- Golden Horde Emergent
- Bulgarian Uprising
- Timurids Invasion
- 4)G5 BAI STUFF (AI's performance in battles)
INSTALATION: Copy file campaign_script in MTW2\mods\SS6.3\data\world\maps\campaign\imperial_campaign and overwrite
NOTE: Not savegame compatable, not BGR IV compatable. Before copying save your original file in case you don't like the changes or something goes wrong.
August 05, 2011, 10:38 AM
Delvecchio1975
Re: Lighter Script For Faster Turn Times (SS6.4)
What's the time gain to be expected?
EDIT: it might also be useful to add a short description of the things you cut - to an untrained eye like mine the script titles don't mean much ...
August 05, 2011, 10:41 AM
Serbian Hussar
Re: Lighter Script For Faster Turn Times (SS6.4)
Well it all depends on your computer performance. By the size of deleted scripts I hope it's more than 50%.
August 05, 2011, 10:54 AM
The Source
Re: Lighter Script For Faster Turn Times (SS6.4)
definitly agree with what Delvecchio mentioned
August 05, 2011, 11:07 AM
Fred Putz
Re: Lighter Script For Faster Turn Times (SS6.4)
Erm setup AI is a one time thing at campaign start - so it shouldnīt hurt the turn time at all. AI Reinforcements too. Also i donīt know if the AI is acting very good without any money script. For me moving AI armies/characters always "slow down" the turn time - so perhaps with less AI-money this actually works. Perhaps You should mention that this is not savegame compatible.
August 05, 2011, 11:18 AM
bɑne
Re: Lighter Script For Faster Turn Times (SS6.4)
Hi Serbian Hussar,
first of congrats on another submod :)
First impression: This appears to be made for the early campaign only, however I can't find that information in the OP. Maybe clarify that one.
As for your changes: I don't recommend cutting out the G5 Faction Economy Script. As for the setup AI and Setup Events you can shorten those if you so choose but the changes to the diplomatic stances in Setup Events should stay. So should at least a setting for hard and very hard difficulties in setup AI. Otherwise this changes will make the game easier for hardly a speedgain as those two setup sections are terminated after running once. AI Reinforcements is a onetime thing as well and has the same sideeffects on difficulty. More importantly the AI Reinforcements script prevents AI factions from dying out because of family member missmanagement - in other words it stops factions from going needlessly dying out and going rebel. I recommend cutting Interactive Events before the ones mentioned.
August 05, 2011, 11:23 AM
Serbian Hussar
Re: Lighter Script For Faster Turn Times (SS6.4)
Ok, thanks for suggestions. Will do :)
August 14, 2011, 04:27 AM
2Shy
Re: Lighter Script For Faster Turn Times (SS6.4)
I'll try it ;) .
August 22, 2011, 12:11 PM
Massive_attack
Re: Lighter Script For Faster Turn Times (SS6.4)
Wont this cripple the AI somewhat ? You just mutilated there ability to produce ships and agents, and then you removed there economy boosts.
Wont be getting this. I liked the other changes, but those scripts are necessary for giving the AI a fighting chance.
Edit: also, small point but removal of the faction killer workaround means, i think, that emergent factions like the TO or mongols will simply die if killed, as in, you never see them again. Sometimes now i think when a region rebels they have a chance of coming back. Thats what that is. I kind of prefer to have it, but i wont cry too much about its passing
August 22, 2011, 12:25 PM
Serbian Hussar
Re: Lighter Script For Faster Turn Times (SS6.4)
I don't think thats what "Faction killer workaround" is, that's determend in "Setup events". And AI can still produce ships and merchents, they just won't be randomly spawnd by the script. I have played several campaigns and there is no problem with AI ships and merchents, there's plenty of them. Also, AI can survive with no problem without getting extra money. They were spawnig to many huge armies anyway.
August 29, 2011, 03:32 PM
GroupofSpearmen
Re: Lighter Script For Faster Turn Times (SS6.4)
Thanks for making this, I hope it improves the turn times for me, I've been getting really bad lag in between turns especially during the later years, sometimes it can take up to two minutes to finish a turn.
September 05, 2011, 03:45 PM
Black_Rider
Re: Lighter Script For Faster Turn Times (SS6.4)
Did you cut out Limited Activities and Longer Assimilation scripts ? Because after using your mod these things were disappeared.
September 05, 2011, 04:28 PM
Serbian Hussar
Re: Lighter Script For Faster Turn Times (SS6.4)
Hmm.. No, but I didn't had those thing checked in setup when I changed the script. Setup probably generates diferent script for those options. I guess then that this is not Longer Assimilation suported.
September 05, 2011, 04:38 PM
Black_Rider
Re: Lighter Script For Faster Turn Times (SS6.4)
Quote:
Hmm.. No, but I didn't had those thing checked in setup when I changed the script. Setup probably generates diferent script for those options. I guess then that this is not Longer Assimilation suported.
Can you make a version with these mods supported, please? I love your mod, but I also like these two options, and I would like to play with your mod when these options are active. :)
September 06, 2011, 12:32 PM
Black_Rider
Re: Lighter Script For Faster Turn Times (SS6.4)
Serbian Hussar, is there a possibility that you fulfil my humble request ?
September 06, 2011, 12:39 PM
Serbian Hussar
Re: Lighter Script For Faster Turn Times (SS6.4)
Why not :) You'll just have to wait a couple of days, I have an exam.
September 06, 2011, 12:41 PM
Black_Rider
Re: Lighter Script For Faster Turn Times (SS6.4)
Quote:
Why not :smile: You'll just have to wait a couple of days, I have an exam.
Thank you very much. And good luck with your exam. :)
September 09, 2011, 03:33 PM
Black_Rider
Re: Lighter Script For Faster Turn Times (SS6.4)
Hey, I also have small question: Is the additional submods which are included in your lighter script depend on which submods you choose in the setup ? In other words if you choose for example Savage AI and then you create your script, then if I choose to play with with your script I will be unable to change options in setup ?
September 10, 2011, 08:53 AM
bɑne
Re: Lighter Script For Faster Turn Times (SS6.4)
Quote:
Originally Posted by Black_Rider
Hey, I also have small question: Is the additional submods which are included in your lighter script depend on which submods you choose in the setup ? In other words if you choose for example Savage AI and then you create your script, then if I choose to play with with your script I will be unable to change options in setup ?