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  1. #1
    Resident Pessimist Member Dooz's Avatar
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    Default Timscale/build time balance mod?

    Any mod that balances build times for 0.50 or 1.00 timescale? I believe there was some discussion about that fact that things would progress too fast even though according to the years per turn they shouldn't. I want to remain in Early Medieval period with Early units for a long time before moving on to High and so on, and since buildings constructed are what determine the progression of eras, can't really prevent it even though years are going by slower. So anyhoo, any mod that say doubles build times? If not, how could I go about doing this myself?

  2. #2

    Default Re: Timscale/build time balance mod?



    hehe good point,
    with help from some examples i adjusted the "base farm" with a really low pop growth, the result: a really low growth with lower income and of course with a balanced planing of what & when i build .... the time period of building remains the same only the resources r low thus u have to wait and struggle with the tech at hand for quite some time. for example i start with -1 in castles end 0 in town at normal tax ; if changed to very high then: baff -1 there as well. got my first stone wall in london after 45 turns (years) thus its ok - i figure the next upgrade will be like in turn 90 or 100. and also i did replace some events ex gunpowder event to match the 1 y/t mod.
    hope it helps


    ps these "smile lists"r really cool

  3. #3

    Default Re: Timscale/build time balance mod?



    hehe good point,
    with help from some examples i adjusted the "base farm" with a really low pop growth, the result: a really low growth with lower income and of course with a balanced planing of what & when i build .... the time period of building remains the same only the resources r low thus u have to wait and struggle with the tech at hand for quite some time. for example i start with -1 in castles end 0 in town at normal tax ; if changed to very high then: baff -1 there as well. got my first stone wall in london after 45 turns (years) thus its ok - i figure the next upgrade will be like in turn 90 or 100. and also i did replace some events ex gunpowder event to match the 1 y/t mod.
    hope it helps


    ps these "smile lists"r really cool

  4. #4
    Resident Pessimist Member Dooz's Avatar
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    Default Re: Timscale/build time balance mod?

    Sounds good, do you think you could upload your text file that has the necessary changes to population levels for me and others who are interested to use? Also, I heard you don't have to mess with events and such because they happen according to year, not turns played, so even if you change the time per year timescale, they'll happen when they're supposed to. What exactly did you replace as far as gunpowder events and all that?
    Last edited by Dooz; 11-26-2006 at 20:39.

  5. #5

    Default Re: Timscale/build time balance mod?



    I already posted this to another threat thus ill just copy & paste ; to make thinks clear , i found all this info in other different mod sides. here it goes:
    ______________________________________________________________

    Hi,

    locate the file of ur M2TW.
    open:

    My Computer / c: / program files / SEGA / Medieval II Total War / data / world / maps / campain / costum / e3_campain_demo / descr_regions.

    the first u will see is:

    North_America
    Miccosukee
    england
    Native_Rebels
    212 198 206
    tobacco, coal, america
    5
    2
    religions { catholic 0 orthodox 0 islam 0 pagan 95 heretic 5 }
    Inverness_Province

    where 2 is base farm value. down at other regions on the same page the value might be higher.

    change it in 1 or 0 at all regions. just delete 2 and tipe 1 or 0.

    it will look this way:

    North_America
    Miccosukee
    england
    Native_Rebels
    212 198 206
    tobacco, coal, america
    5
    0
    religions { catholic 0 orthodox 0 islam 0 pagan 95 heretic 5 }
    Inverness_Province

    do it at all regions with care (sory if im being annoying ). it will take awhile.

    then "save as" on your desktop or a "new file"

    after that you open:
    My Computer / c: / program files / SEGA / Medieval II Total War / data / world / maps / campain / imperial campain.

    jsut drag with your mouse the "descr_regions" over there.

    now the pop growth rate will be on zero or even negative, forcing you and the AI to concentrate on building farms to aceive a decent pop growths.

    however this will slow down the developement in general thus ajusting the time in game is cool and gets u much more turn for gameplay.
    if you r interested:
    open:
    My Computer / c: / program files / SEGA / Medieval II Total War / data / world / maps / campain / imperial campain / descr_strat.

    the begining is like:

    ; Custom campaign script generated by Romans Campaign Map Editor

    campaign imperial_campaign
    playable
    england
    france
    hre
    spain
    venice
    end
    unlockable
    sicily
    milan
    scotland
    byzantium
    russia
    moors
    turks
    egypt
    denmark
    portugal
    poland
    hungary
    end
    nonplayable
    papal_states
    aztecs
    mongols
    timurids
    slave
    end


    start_date 1080 summer
    end_date 1530 winter
    timescale 2.00

    change as following:

    start_date 1080 summer
    end_date 1630 winter
    timescale 1.00

    meaning that the game will end in 1630 giving you a more 100 years, and that in place of 2 years / turn you will get 1 year / turn a cool 550 tunrs game
    _______________________________________________________________

  6. #6
    Resident Pessimist Member Dooz's Avatar
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    Default Re: Timscale/build time balance mod?

    Thanks a lot buddy! If my patience runs out waiting for the patch to be released, I'll start up a brand spankin' new campaing with these changes. Good stuff.


    -edit-
    Just did the editing, I subracted all the existing numbers by 3 to keep everything even in relation to the vanilla settings, just lower. This means there are still places with pretty high growth rate, but everything as a whole is down. I'm gonna experiment a bit and see what the balance is like, and if it's still too high, might need to go down another notch or two.


    -edit2-
    Well, now I went back and took everything down one more value. That's taking 4 numbers off the original values, figured that pretty much halves all the originals and effectively doubles the time it takes for growth rate to reach vanilla. Should probably be a pretty good balance.
    Last edited by Dooz; 11-27-2006 at 03:08.

  7. #7

    Default Re: Timscale/build time balance mod?

    I have been testing this and it works very well. You should reduce the number to approx. 1/4 of the default. (ie. one turn used to be 2 years and is now only 6 months) I think it is important to adjust income as well or else factions have far too much money. At present I believe the only way to do this is by reducing the factions "king's purse" income. I have tested this , again reducing by 1/4 and although it might need some balancing seems to work well. It is surprising how much of a factions income, certainly in the early stages of the game, comes from the "king's purse". Probably put in to give factions some sort of income before better money making buidings are constructed. I hope to release a small mod including this, and a few other good bits, soon.

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