The topic is created to gather the knowledge about changing the game's pace, that is to make the game run any wished number of years per turn(YPT) or turns per year(TPY), with as many as possible probabilities and rates properly adjusted. It is to be moved to tutorials section if proved successful.
If you wish to share any knowledge about PROBLEMs (below) - you are welcomed to leave a comment with a suggestion, or simply a link to the proper tutorial/FAQ, I will update the header accordingly :-)
If you think some files need to be covered in greater detail - submit your description and I will add it to the header.
2YPT:
http://www.twcenter.net/forums/showt...30#post9339030
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LIST OF FILES THAT NEED TO BE MODIFIED:
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Search for "turn" or "date" (case insensitive) and divide or multiply the values in
descr_campaign_db.xml
campaign_script.txt
descr_events.txt
descr_campaign_db.xml
descr_campaign_ai_db.xml
descr_missions.txt
export_descr_ancillaries.txt
export_descr_character_traits.txt
export_descr_buildings.txt
in descr_settlement_mechanics.xml divide/multiply pip_modifier which affects population growth for the following factors:
To change the ageing of characters edit campaign_script.txt:Code:<factor name="SPF_FARMING_LEVEL"> <factor name="SPF_FARMS_BUILT"> <factor name="SPF_HEALTH"> <factor name="SPF_BUILDINGS"> <factor name="SPF_TAX_RATE_BONUS"> <factor name="SPF_BUILDINGS_FUN"> <factor name="SPF_GOVERNORS_INFLUENCE"> <factor name="SPF_TRADE"> <factor name="SPF_SQUALOUR"> <factor name="SPF_PLAGUE"> <factor name="SPF_TAX_RATE_PENALTY">
In export_descr_unit.txt divide/multiply first parameter value (turns to recruit a unit)Code:;==========AGEING SCRIPT========= declare_counter season ; season event triggered just before your turn ; I use it to switch the season which is displayed in the game monitor_event PreFactionTurnStart FactionIsLocal inc_counter season 1 if I_CompareCounter season == 1 console_command season summer end_if; if I_CompareCounter season == 2 console_command season winter set_counter season 0 end_if end_monitor ; season event triggered after rebels' turn ; I use it to age the characters every turn monitor_event FactionTurnEnd FactionType slave console_command season winter end_monitor
=======Code:stat_cost 1, 1175, 600, 130, 100, 1175, 4, 230
PROBLEMS:
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PROBLEM 1:
limited possibilities to influence ageing - "winter" event increases the ageing by 1, but as I understand, every turn it can influence the ageing only once which means that:
* before each turn you can skip winter event, thus slowing the ageing as much as you want.
* you can trigger the winter event as many times as you want, but only one winter event will affect the age, thus max ageing will be 1 year per turn.
WORKAROUND:
I tried to change descr_campaign_db.xml such values as max_ages etc. (so the characters would simply get old, die, become adult and so on with proper speed) but no luck, there are probably some interdependencies between the variables, so the game would not start with intended configuration :-( Any help is much appreciated.
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PROBLEM 2:
where and what to edit to make traits, children etc. events to fire with accumulated/decreased probability - e.g. an event can fire 0, 1 or 2 times during 1 turn for 2YPT.
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PROBLEM 3:
where and how change spawning of units:
* rebels/pirates/brigands spawning rates (probabilities?)
* units/mercenaries availability rates
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PROBLEM 4 (somehow related):
Any chances to get non-buggy devastation back? "AGEING SCRIPT" makes the devastation permanent for some (hard coded?) reason.




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