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  1. #1

    Icon4 Scripting to make game progress more slowly

    Which file do I edit to have a game's population growth and faction growth occur more slowly? So as to reflect a timescale change of 1 turn per year rather than 2 years per turn?

  2. #2
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Scripting to make game progress more slowly

    Quote Originally Posted by AndariusHaliusScipio View Post
    Which file do I edit to have a game's population growth and faction growth occur more slowly? So as to reflect a timescale change of 1 turn per year rather than 2 years per turn?
    So.. you just want to change the time each turn represents? Go to data/world/maps/campaign/imperial_campaign and open the descr_strat.txt file. You should see a line called "timescale" that looks like this:

    Code:
    start_date	1080 summer
    end_date	1530 winter
    timescale	2.00
    Change it to look like this:

    Code:
    start_date	1080 summer
    end_date	1530 winter
    timescale	1.00
    For one year per turn instead of two years per turn. If you want two turns per year or four turns per year, just make it 0.5 or 0.25. If you want twelve turns per year, you'll need a script for it to work properly. Go here:

    http://www.twcenter.net/forums/showthread.php?t=176050

    and have a look at GrnEyedDvl's 12tpy script, which you'll need to add to campaign_script.txt in the same folder.

    If you are trying to manually edit settlement growth or building impact on growth, that is done in a variety of different places.

    Cheers,
    Augustus

  3. #3

    Default Re: Scripting to make game progress more slowly

    NO that's not what I meant. I said what file do I have to edit to change population growth and squalor and those sort of things. The main reason I want to do this is because I've changed the timescale to 0.5

  4. #4
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Scripting to make game progress more slowly

    settlement_mechanics.xml

  5. #5

    Default Re: Scripting to make game progress more slowly

    Thank you!

    Now.. how would I go about editing it properly?

  6. #6
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Scripting to make game progress more slowly

    There's a thread that seeks to address this, easily located by just searching the Mod Workshop for "settlement_mechanics", as a rule of thumb should probably search for explanatory threads first. See here:

    http://www.twcenter.net/forums/showthread.php?t=113143

    Cheers,
    Augustus

  7. #7

    Default Re: Scripting to make game progress more slowly

    I've been trying that, and I think I've found that thread ("how do i edit the settlement mechanics file?") but the question wasn't clearly answered, and the last response was from January 2007.

  8. #8
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Scripting to make game progress more slowly

    The thread I just linked to is not the same one you responded in. This post explains it in that thread about as clear as it gets:

    http://www.twcenter.net/forums/showt...68#post2022568

    Cheers,
    Augustus

  9. #9

    Default Re: Scripting to make game progress more slowly

    Awesome. That's just the one I was looking at now

  10. #10
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Scripting to make game progress more slowly

    Probably the easiest answer you'll ever find to a modding question , generally speaking the search function won't produce such a nice result. This will be a hard thing to notice in-game probably, hopefully it satisfies your needs though to halve the farming level.

    Cheers,
    Augustus

  11. #11

    Default Re: Scripting to make game progress more slowly

    BIIIIG BIG problems... I think.

    I should only mod the farming level? And/or the.... dammit, I don't know which ones to edit. Editing all of them is a very very bad idea, I've found, which leads to an inability for the population growth to go below or above 0.5% (no matter what).

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Scripting to make game progress more slowly

    Anything starting with SPF in this file has to do with Population Growth. SOF = Order. SIF = Income.
    Do the courageous modder thing and play with it. Just don't forget to make a backup.










  13. #13

    Default Re: Scripting to make game progress more slowly

    Thanks, I have. Now I'm just facing a whole new barrage of obsessive stresses...

    It's so stupid I shouldn't even mention it, but usually mentioning it helps me decide.

    I've resigned myself a bit to lengthening time scales to 1 turn per year, and yet I still have that annoyance of each turn having summer/winter seasons. So I'm wondering if I should give up altogether and let the game lead me on 2 years per turn so I can experience the full game, but which would also have the annoyance of summer/winter alternations per years, and the ones mentioned before, or if I should cut in the middle and do 1.5 per turn?

    Or just stick with 0.5 per turn, and hope that the settlement growth edits keep one computer faction from squashing the entire world in 80 years?

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Scripting to make game progress more slowly

    Or check some of the mods that are using the 2 turns per year. Pro Deo et Rege is one of those.










  15. #15

    Default Re: Scripting to make game progress more slowly

    I would love to, but... I'm not ready.

    I want to experience the base game some more before I go on to radically changing mods that start doing things like super-boosting the monetary system (Total War eras) or completely changing the landscape appearance etcetera.

    I think I've found a kind-of-sort-of solution... in that I want/need the BigMap 0.99 mod to make the map huger. But Spurius doesn't have it up anymore, and his PMs are off.

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