Page 3 of 4 FirstFirst 1234 LastLast
Results 41 to 60 of 67

Thread: Lighter Script For Faster Turn Times (SS6.4)

  1. #41

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Thanks Serbian Hussar,this is what my old computer needs.

  2. #42

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    so bascially this slims the AI down, BUT it doesnt stupidfy the AI right? not random armies/ships/agents appearing actually sounds quite good to me. but it doesnt hurtthe battle AI or make the campaign AI go stupid?

  3. #43

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    downloaded it, AWESOME! feals like 200% less! now it only takes a few seconds again per turn! thank you very much!

  4. #44
    Serbian Hussar's Avatar Semisalis
    Join Date
    Feb 2011
    Location
    Novi Sad, Serbia
    Posts
    450

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Thanks, no problem No, the rebel armies and ships are still appearing. I've just cut out some less necessary scripts.

  5. #45
    MagicCuboid's Avatar Biarchus
    Join Date
    Aug 2011
    Location
    New England
    Posts
    688

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    So far so good! I was skeptical of handicapping the AI any more, but I haven't noticed any big differences and my turn times are twice as fast! (I timed them before and after - used to be about 1:02, now it's down to 0:28). Excellent work! +rep

  6. #46

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    An addon that helps a lot to my poor pc... thank you very much Serbian Hussar .

  7. #47

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    I'M HAPPY

  8. #48
    Paleo's Avatar Miles
    Join Date
    Apr 2012
    Location
    Leyland, lancashire
    Posts
    359

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    if its possible how do you change back to normal without re installing ????

  9. #49

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Is this compatible with RC/RR?

  10. #50

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Im having issues with Long turn times i have a really good new computer. 16gb of ram high and many procossers a SSD for programs on C a D drive for games and windows 7. My friend and me are having this issue he have a Similiar computer to mine we reach 4-5 minute turn time at 20 turns regardless of this script or graphic settings. HELP! TT

  11. #51
    taqui's Avatar Libertus
    Join Date
    Dec 2008
    Location
    Spain
    Posts
    76

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Quote Originally Posted by Sonatametalera View Post
    I'M HAPPY

    Is this not the same "turn accelerator for SS6.4" you tried to sell us as yours???

    Take note of this guy because he's a phony!!!

    He usurps the work of other modders... and is already expelled from our spanish community!

    El mundo es demasiado pequeño para esconderse de la verdad.

  12. #52

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Oh thank you so much for this!

    I'm absolutely sick of these idiotic Coming of Age and Death of a Leader notifications.

    Very unfortunate that it's not save-game compatible (that is, now I know what it takes to remove the notifications and added the changes in my campaign.txt file, but doesn't work).
    Know Thyself Create Thyself.

  13. #53

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    is this BGRV compitable?

  14. #54

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Quote Originally Posted by Ritmas View Post
    is this BGRV compitable?
    I would assume not since both of them rework campaign_scripts. If you're using BGRV, you'll have to go through campaign_scripts manually and remove certain things to get faster turn times.

  15. #55

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Hvala na ovome , do jaja je THANKS SEBIAN HUSSAR

  16. #56

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Thanks great job

  17. #57

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Thank you very much. This has helped me alot.

  18. #58

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Hey, this looks really good but I did have a question about two of the scripts which were removed namely:
    - 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))


    I know the first point was sorta answered on page one but if it's not necessary then what is the reason for having the AI spawn these things randomly anyway? If the AI can make this stuff without the extra random spawn then doesn't the random spawn kind of give the AI the edge as far as number of troops etc?

    As to the second part the only question I have for that is that many of the nations I run into are either at meager, bankrupt or just doing ok. Myself - I'm the wealthiest man around which is a complete change from both RL and most games I play. Anyway, if this script is deleted do these poor factions stand a chance?

    I play 6.4 with the bug fixes, the mod which allows me to change my heir and weaker heretics if that makes any difference to my questions. Thanks again for making this btw.

  19. #59

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Just a note:

    In spite of its length, deleting the money script seems to make no difference in turn times. So if it's only speed that you are after, you might want to keep that.

    However, some of the other scripts - e.g. player notification - do seem to make a difference.

    Edit: Perhaps I should have used a stop-watch for precision and absolute accuracy. But I don't want to keep reverting and testing...

  20. #60

    Default Re: Lighter Script For Faster Turn Times (SS6.4)

    Quote Originally Posted by lampros69 View Post
    In spite of its length, deleting the money script seems to make no difference in turn times. So if it's only speed that you are after, you might want to keep that.
    Are you referring to the same script as the OP? G5 Economy script has 628 monitors out of 1259 total monitors in CS for early campaign; removing it obviously reduces turn end times significantly.

    @mystang89: Since you use "the bug fixes", removing the economy script will only barely reduce turn end times. Except adding money to AI factions that are in debt, it also reduces their treasury if "they have too much money". Over all, it's a game balancing attempt; myopinion, do not remove it if you have concerns about AI faction treasuries.

Page 3 of 4 FirstFirst 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •