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  1. #1

    Default Aging 1 Year/Turn Mod

    I have uploaded a mod that causes aging to occur once every turn, rather than once every two turns like vanilla.

    This mod is perfect for anyone who runs at a timescale of 1.00, and wants realistic aging to occur on that timescale.

    I have tested the results, and it works flawlessly in causing 1 year aging every turn without being noticeable to the player.

    Below is a link to the mod for anyone interested:

    http://www.twcenter.net/forums/downl...do=file&id=960

    The process works as a variation of Myrrdaal's 4tpy script for RTW. Since aging occurs when a turn ends on a winter season, this mod forces the season to change to winter immediately after the Rebel Factions finishes its turn (last thing in the turn). So, aging immediately occurs after each turn.

    On every other turn, the season corrects itself as well, so alternating seasons still exist. To the player, this all occurs without any side effects, and has worked like in a charm in my tests.

    Thought this might be of use and/or interest to some of you other modders out there.

  2. #2

    Default Re: Aging 1 Year/Turn Mod

    Hmm, I heard that was impossible, but thankfully not. Good job.

  3. #3

    Default Re: Aging 1 Year/Turn Mod

    +rep =D

  4. #4
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    Default Re: Aging 1 Year/Turn Mod

    I assume this will have issues though, as the game is designed for characters to age 1/2 year per turn, now merchants will live half as long, etc..


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  5. #5

    Default Re: Aging 1 Year/Turn Mod

    That is true, Garnier, but I think that characters only living half as many game turns is actually a good thing. Typically in vanilla, I max out the generals and agents I am using before they've even reached half of their effective age, and then I have a significant advantage over the AI for the remainder of their life. This makes the progression more natural, with only the truly great reaching their full potential, and keeping them from hanging around for too long.

    May just be a difference of opinion, but I think it plays out well in the long run.

  6. #6

    Default Re: Aging 1 Year/Turn Mod

    This is something that has bothered me from the beginning. I am trying this out with the LTC mod and I don't foresee any conflicts. Thanks for providing this.

  7. #7

    Default Re: Aging 1 Year/Turn Mod

    Thank you

    that was the number one gamebreaker for me

    well done

  8. #8

    Default Re: Aging 1 Year/Turn Mod

    This is very very nice. THANK YOU for writing that tedious script.

    Last thing I did to make this work perfectly is increase movement rates on the strat map by about 50%. Voila! Merchants move great- diplomats get where they're going armies too. Yehaaaa!
    Last edited by dearmad; December 31, 2006 at 11:24 PM.

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  9. #9

    Default Re: Aging 1 Year/Turn Mod

    There is one odd side effect I notice: DEVASTATION does NOT go away it seems like when this script is operating...

    Anyone else using this script notice it?

    I did a test with and without it... seems pretty clear.

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  10. #10

    Default Re: Aging 1 Year/Turn Mod

    dearmad, could you perhaps send me the savegames you used for your test? I've ran into this problem with my mod as well, if you'll take a look at the latest posts. Thanks mate.
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  11. #11

    Default Re: Aging 1 Year/Turn Mod

    The savegames won't help you, they are heavily modded...

    I have spent the last hour isolating the problem- it IS something to do with the WINTER change coming too often or something. I changed it to the beginning of the slave turn- still had the problem. So I changed them all to change the season to SUMMER- and the problem went away- I think forcing winter like that makes the game not do some housekeeping it needs to do.

    I'm experimenting right now with the script to see if I can get it fixed.

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  12. #12

    Default Re: Aging 1 Year/Turn Mod

    Yep. I've confirmed it at my end- the basic problem is this mod only ever lets turns going from a WINTER season into the process time between the last faction (slave) and the first (player/local). The devestation removal happens when it is processing a summer going into winter turn...

    Basically there's no way around this as you can't have it both ways. You NEED to age the characters by processing winter turn, you NEED to process summer so devestation can disappear. Only thing I can think of is:

    player ends turn. turn into winter.
    PROCESS (+age)
    begin player turn
    suspend control
    force end turn
    freeze AI
    PROCESS summer turn
    release all AI
    begin player turn

    BUT this might still process the economy and other things... so I'm not going to spend hours programming that.

    I can think of NO solution to this dilemma. Anyone with a brilliant idea? Please chime in.

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  13. #13
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    Default Re: Aging 1 Year/Turn Mod

    This is bad news, as I liked to use this mod for my 1tpy campaign.
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  14. #14

    Default Re: Aging 1 Year/Turn Mod

    Hello,
    Is it possible to modify the start age (and old age) of priest and other strategique agent at the recruitment? Currently,
    it is between <>25-41 years old.
    I found age parameter only for the family tree...

  15. #15

    Default Re: Aging 1 Year/Turn Mod

    Wrong thread, Kran. I've asked about that here:
    http://www.twcenter.net/forums/showthread.php?t=77082

    Anyway, after a few more hours work with this script, I cannot get anything to work... I can't even at this point figure out how to turn OFF devastation!? Could that be hardcoded too? I can change it's effect on the economy but I am getting weird movement rate effects then.

    Gr. CA did some ridiculous things in their hard code- doing housekeeping checks at separate turn ends is... well, what could the possible justification be!? And hardcoding age gain per turn...? Hello!?

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  16. #16

    Default Re: Aging 1 Year/Turn Mod

    Couldn't at least letting the game go from a summer turn into winter e.g. every ten turns be a compromise to clear up devastation every once in a while?


    [edit]:Never mind - it seems regeneration rates of devastation can't be modded as well, so it wont be of much use...
    Last edited by Niccolo Machiavelli; January 10, 2007 at 05:37 PM.

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