Results 1 to 10 of 10

Thread: Smaller campaign maps: solution to long turns?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Smaller campaign maps: solution to long turns?

    Would it be possible to make smaller campaign maps with fewer factions, such as those used in vanilla Kingdoms, in order to reduce turn times? Would reducing the number of factions possibly reduce turn times? It would be kind of like the mini-campaigns in Kingdoms, but with all the advantages and improvements of SS 6.4 (British Isles campaign with SS features would be awesome).

    So is this possible or plausible? Or is it just not worth the effort? If it's been discussed and rejected before, then my apologies.

    ***Side bar: how do I switch AI in 6.1 to Savage? Is there an option for this?***

  2. #2
    The Source's Avatar Senator
    Join Date
    Aug 2010
    Location
    Australia
    Posts
    1,059

    Default Re: Smaller campaign maps: solution to long turns?

    play battle for the baltic then

  3. #3

    Default Re: Smaller campaign maps: solution to long turns?

    Quote Originally Posted by The Source View Post
    play battle for the baltic then
    Thank you for the recommendation. I looked into it, and it seems like it will be great when it comes out for 6.4.

    How difficult would it be to incorporate 6.4 and a few factions into a smaller map (such as the ones in vanilla Kingdoms)? I'm guessing pretty difficult?

  4. #4
    RollingWave's Avatar Praepositus
    Join Date
    Feb 2005
    Location
    Taiwan
    Posts
    5,083

    Default Re: Smaller campaign maps: solution to long turns?

    It needs more experiment, but I think the unit spawning script might be the biggest culprit to the turn times, I'll experiment with replacing them with garrison scripts for the most part in the future and see if it works better.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  5. #5
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Smaller campaign maps: solution to long turns?

    It would be a lot of work yes.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  6. #6

    Default Re: Smaller campaign maps: solution to long turns?

    What about making the map smaller and the units move less each turn as to remain proportionate? Just scale everything down. How much impact would that have?

  7. #7
    Ferdiad's Avatar Patricius
    Join Date
    Feb 2010
    Location
    Ireland
    Posts
    28,041

    Default Re: Smaller campaign maps: solution to long turns?

    But but I like my big map

  8. #8
    Andytheplatypus's Avatar Domesticus
    Join Date
    Jan 2010
    Location
    . U.S. - MS, Gulf Coast.
    Posts
    2,384

    Default Re: Smaller campaign maps: solution to long turns?

    Maybe something could be made so its just different campaigns. For instance, still have the regular campaign with the big map, but also have other regional maps so that there could be more units in these smaller areas.

  9. #9
    newt's Avatar Primicerius
    Join Date
    Sep 2009
    Location
    Okrahoma
    Posts
    3,272

    Default Re: Smaller campaign maps: solution to long turns?

    That would be like creating a completely new mod/mods. It's a lot of work and I don't see anyone doing it unless it's a submod

  10. #10
    Gorrrrrn's Avatar Citizen
    Join Date
    Jan 2007
    Location
    here
    Posts
    5,546

    Default Re: Smaller campaign maps: solution to long turns?

    You might get shorter turn times by reducing the replenishment rate and recruitment pools for units.
    (or having smaller rosters for that matter)
    Theory being with fewer units to use on any particular turn the AI would spend less time moving them around and the game engine wouldn't have to calculate so many battles.

Posting Permissions

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