How does the aging work in SS 6.1. I see it is 1.5 years per turn. I assume the generals age a bit slower?
Thanks very much!
Love the mod so far!![]()
How does the aging work in SS 6.1. I see it is 1.5 years per turn. I assume the generals age a bit slower?
Thanks very much!
Love the mod so far!![]()
Nope. Rate of aging is pretty much hardcoded at 1 year per 2 turns. Generals age in SS at the same rate they did in vanilla which results in generals being alive for 200 years or so (which is one reason why so many people prefer playing at 2 turns per year timescale, to synch up aging with turns).
There is a way of scripting the rate of aging but I believe it is quite complex and would probably slow down people's game performance.
Thank-you, went to look for it but no luck, I don't suppose you could provide a link? Would be very helpful, thank-you.
And from my experience characters start being able to die of natural causes around age 60, so in SS thaaats.. 60-14 = 46 years of age = 92 turns. They don't definitely die at 60, but there is an increasing possibility every year after that they will die, and i've never seen a character reach 68.
Last edited by DireStraits; April 29, 2009 at 03:00 PM.
Characters age every time a winter turn ends. Although aging 1 year per turn is doable, unfortunately there's no way to properly age at 1.5 years per turn. Odd number, that. What was CA thinking?
All the aging script does is set the season to winter at the end of each summer turn, thus aging the characters at one year per turn. It doesn't add appreciable slowdown to the end turn times (or, at least, I didn't notice much). The biggest glitch encountered is that apparently devastation is "healed" at the end of every summer turn. So using the aging script essentially makes devastation permanent.
2 turns per year, as CC already pointed out, is the only time scale at which aging matches the turn cycle. Again, what was CA thinking?
Last edited by aduellist; April 28, 2009 at 11:13 AM.
Under the patronage of TheFirstONeill
Proud team member of THERA, A New Beginning
"The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." H. L. Mencken
"Liberty is meaningless where the right to utter one’s thoughts and opinions has ceased to exist. That, of all rights, is the dread of tyrants. It is the right which they first of all strike down." Frederick Douglass
hehe. thanks guys!
If anyone is adventurous, interested or masochistic enough, here's the code that needs to be inserted into campaign_script.txt to enable one year per turn aging (what's a few thousand lines of code among friends?). It's set up out to 449 turns, easily extendable for any length campaign.
Note: This is not my original work. Can't remember off the top of my head who first wrote it, but I got it out of a Mod Workshop thread a couple of years ago.
Spoiler Alert, click show to read:
If you're going to use it, I'd highly recommend turning off devastation in descr_campaign_db.xml:
There's supposedly a more elegant way of doing this, but I don't remember what it is. If someone else does, please share.Code:<fort_devastation_modifier float="0"/> <army_devastation_modifier float="0"/>![]()
Under the patronage of TheFirstONeill
Proud team member of THERA, A New Beginning
"The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." H. L. Mencken
"Liberty is meaningless where the right to utter one’s thoughts and opinions has ceased to exist. That, of all rights, is the dread of tyrants. It is the right which they first of all strike down." Frederick Douglass
Whats the average number of turns a character is alive for? I have heard its about 60 turns.