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Thread: 0.5 turn/year sub-mod?

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  1. #1

    Default 0.5 turn/year sub-mod?

    Is there such a one for Stainless Steel?

  2. #2

    Default Re: 0.5 turn/year sub-mod?

    There are a few sub mod compilations that have 2 Turns Per Year, I believe SSHIP does so check out their forum, and Titanium does for sure. Titanium also has implemented a more updated version of Real Recruitment like you were asking for in your other thread. If you are looking for several large changes to the game I would recommend looking at all the submod compilations and pick one to try that suits most your preferences. The more independent sub mods you add, increases instability when mashing them together

  3. #3

    Default Re: 0.5 turn/year sub-mod?

    Quote Originally Posted by Deteriorate View Post
    There are a few sub mod compilations that have 2 Turns Per Year, I believe SSHIP does so check out their forum, and Titanium does for sure. Titanium also has implemented a more updated version of Real Recruitment like you were asking for in your other thread. If you are looking for several large changes to the game I would recommend looking at all the submod compilations and pick one to try that suits most your preferences. The more independent sub mods you add, increases instability when mashing them together
    At the moment, I am only looking for 0.5 year per turn mod as a priority. Which of the two you mentioned is more stable?

  4. #4

    Default Re: 0.5 turn/year sub-mod?

    Hmmm, both sub-mods seem to be either in alpha or not fully polished yet from the posts on their sub-forums.

    Is there a sub-mod that only address turn/year issue; or can someone quickly teach me how to make this sub-mod? The only thing I need to do is adjust aging, right?

  5. #5
    +Marius+'s Avatar Domesticus
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    Default Re: 0.5 turn/year sub-mod?

    The SS unofficial bug fix compilation(which everyone should install for various reasons) has a stable 2 turns per year option;

    http://www.twcenter.net/forums/showt...1#post13723098


    Also, here's a tutorial and script for creating a stable 12-6-4 turns per year game build if you are interested;

    http://www.twcenter.net/forums/showt...h-proper-aging

    It is pretty easy to implement and I personally used all three versions without any issues.
    Last edited by +Marius+; January 13, 2015 at 08:19 AM.

  6. #6

    Default Re: 0.5 turn/year sub-mod?

    Quote Originally Posted by Marius Marich View Post
    Here's a tutorial and script for creating a stable 12-6-4 turns per year game build;

    http://www.twcenter.net/forums/showt...h-proper-aging

    It is pretty easy to implement and I personally used all three versions without any issues.
    Thanks, Marius.

    I will take a look at it later tonight - although what is "easy" for people always ends up being disaster when it comes to programming for me ;(

  7. #7

    Default Re: 0.5 turn/year sub-mod?

    I just noticed that in the default SS 1 turn = 1 year scheme characters actually age every other turn. So I don't need to tinker with the aging scripts if I want to mod SS to do 2 turns = 1 year scheme.

    What about events, named ancillaries, and troop availability? Are they keyed on year rather than turn as is the case in vanilla? If so, it seems like I don't have to do any work at all other than perhaps adjust settlement growth and perhaps building/unit price and production/training time.

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