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slow the um turns?
anyone know how to uh, slow the turns down? like maybe instead of 1 year per turn make it uhm, 2 years per turn?....hmm, that didnt sound right.
well, i just want to slow the damn game down since events seem to be passing me by too fast for me to take advantage of =(
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Re: slow the um turns?
in the descr_strat file, there's a line that says something about turns = 2. Changing that to 0.5 will change it to 6 months, 1 will make it a year. Of course, besides events, everything else will be the same, so you'll have pikemen and zwielanders in maybe 1150, if not less. All events are based on years, though, so gunpowder wont magicaly appear in half the time if you change it.
In the mods page, there's also the SloMod, which does the above, but cuts populaion growth, which cuts income and city upgrades, which will slow down the tech. Though you still get flukes like an army of Imperial knights (rebel) showing up in 1100 and attacking my cities...
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Re: slow the um turns?
Sorry for being a bit thick here but Ive never totally understood this. What should the thing be set to in order for Generals to age properly.
What I want is for Generals to age properly but for absolutely nothing else to be messed up. I just want the age thing changed. Nothing else.
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Re: slow the um turns?
The link in my profile will take you to the SloMod thread. It makes the game 2 turns per year, character aging will be appropriate. Also, Quickening, I don't think the aging itself can be modded as of yet. It might even be hardcoded, but rest assured, if anything can be done about it, someone will at some point after the patch is out.
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Re: slow the um turns?
I think aging is tied to the winter
if a 4tpy script comes out that has 1 winter and 3 summers you could have aging slowed down as well