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Thread: 4tpy? Time going to fast!

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  1. #1

    Default 4tpy? Time going to fast!

    Hello,

    not sure if 4tpy is the right term (4 turns per year) but my hero general is getting old way to fast while I focus on my kingdom and economy. Im checking the submod forum but cant find anything that expands the games turns per year. By the time im ready to do anything that general will be old!

    Any help will be greatly appriciated.

    Kye.

  2. #2
    Meneth's Avatar I mod, therefore I am
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    Default Re: 4tpy? Time going to fast!

    Quote Originally Posted by Kye View Post
    Hello,

    not sure if 4tpy is the right term (4 turns per year) but my hero general is getting old way to fast while I focus on my kingdom and economy. Im checking the submod forum but cant find anything that expands the games turns per year. By the time im ready to do anything that general will be old!

    Any help will be greatly appriciated.

    Kye.
    My Live Long and Prosper sub-mod makes generals live longer, and they come of age at 5 so that they can get an education without sacrificing their usable period. They're stuck (except for the first turn, so you can move the character to an appropriate settlement) until they're 16.
    It also adds some other things, but those are detailed in its thread.

  3. #3

    Default Re: 4tpy? Time going to fast!

    I read your mod, but unfortunately im using Byg's mod as well.

    Kye.

  4. #4
    Meneth's Avatar I mod, therefore I am
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    Default Re: 4tpy? Time going to fast!

    Quote Originally Posted by Kye View Post
    I read your mod, but unfortunately im using Byg's mod as well.

    Kye.
    You could manually edit the descr_campaign_db.xml file, under "family tree" you can modify the max age, and the coming of age age, plus a few other things.

  5. #5
    Libertus
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    Default Re: 4tpy? Time going to fast!

    I just delete everything under the "AGEING SCRIPT" section(and before the "CHURCH TITLES" section) in the campaign_script. It returns family members to ageing 6 months each turn if you liked it that way.

  6. #6

    Default Re: 4tpy? Time going to fast!

    Quote Originally Posted by Mornai View Post
    I just delete everything under the "AGEING SCRIPT" section(and before the "CHURCH TITLES" section) in the campaign_script. It returns family members to ageing 6 months each turn if you liked it that way.
    So they age 1 year per 2 turns? Would that mess up my saved game?

    I would be happy with that pace of aging

    Kye.

  7. #7
    Meneth's Avatar I mod, therefore I am
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    Default Re: 4tpy? Time going to fast!

    Quote Originally Posted by Kye View Post
    So they age 1 year per 2 turns? Would that mess up my saved game?

    I would be happy with that pace of aging

    Kye.
    It wouldn't apply to an on-going game, only a new campaign.

  8. #8

    Default Re: 4tpy? Time going to fast!

    I agree with kye, wouldn't the 4 turns per year really screw up the aging process? lol

  9. #9

    Default Re: 4tpy? Time going to fast!

    I deleted the aging process part in the campaign_script but nobles are still aging one year per turn.

    Which campaign_script do I modify? And do I have to run the setup again for it to take effect?

    Kye.

  10. #10

    Default Re: 4tpy? Time going to fast!

    Did you start a new campaign?

  11. #11

    Default Re: 4tpy? Time going to fast!

    I did. Im going to change it on all of the SS mod folders, then start a new campaign via the setup screen where you choose between late and early eras.

    Kye.

    Edit: Done. Everyone now ages 1 year per 2 turns, perfect! Thanks for the input
    Last edited by Kye; August 30, 2010 at 01:11 PM.

  12. #12

    Default Re: 4tpy? Time going to fast!

    For anyone else interested in changing its timescale:
    Quote Originally Posted by Garnier View Post
    Note that characters will age 1/2 year per turn, regardless of timescale. There is a way to change the rate they age, through scripting. Characters age when the rebels end their turn and it is winter. So when I made my no-winter script I had to have winter happen at the end of the rebels turn, and then change back to summer immediately when the player's turn began.

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