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Thread: Solution: Events on various timescales

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  1. #1

    Default Re: Solution: Events on various timescales

    Because once I edited the original files without the MedManager and then loaded a save, it didn't work.

    And is there a way I can test if the save was patched?

  2. #2
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Solution: Events on various timescales

    The only way to test is to load the game.

    Hey I need some help.

    I want to Change mercenary availibility dates and frequency.

    Can anyone please tell me step by step how to do this using MedManager or otherwise ?

    Many thanks !.
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  3. #3

    Default Re: Solution: Events on various timescales

    I mean to check if a bug was fixed or something.

  4. #4

    Default Re: Solution: Events on various timescales

    I personally think that anything else than timescale 0.5 feels wrong, so I've modified events, the starting date, buiding construction times, city pop levels to grow etc... - my campaign starts in 1270 and ends in 1500, everyone ages a year in a year, it doesn't take 4 years to go from Edinborough to London by horse etc... and I'm fine with that.

  5. #5
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Solution: Events on various timescales

    Quote Originally Posted by Niccolo Machiavelli
    I personally think that anything else than timescale 0.5 feels wrong, so I've modified events, the starting date, buiding construction times, city pop levels to grow etc... - my campaign starts in 1270 and ends in 1500, everyone ages a year in a year, it doesn't take 4 years to go from Edinborough to London by horse etc... and I'm fine with that.
    Sweet, so you have basically done a High Era mod... Nice...

  6. #6

    Default Re: Solution: Events on various timescales

    @Bob: Actually not - I didn't change anything about the starting conditions, so basically, the game is the same - I've just compressed the campaign to 230 years, which resembles 460 turns on timescale 0.5 whilst roughly doubling building construction times and cost to roughly strikes a balance between the 225 (iirc) turns in 450 years on timescale 2 and my timeline.

  7. #7
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Solution: Events on various timescales

    Quote Originally Posted by Niccolo Machiavelli
    @Bob: Actually not - I didn't change anything about the starting conditions, so basically, the game is the same - I've just compressed the campaign to 230 years, which resembles 460 turns on timescale 0.5 whilst roughly doubling building construction times and cost to roughly strikes a balance between the 225 (iirc) turns in 450 years on timescale 2 and my timeline.
    Well it is a first step in the right direction... I was starting to do this myself the other night but when I took a look at the campaign file I needed to to start updating and thought about the play testing that would be required to ensure balance; I gave up and continued on with my vanilla HRE game...

    Additionally, you find the doubled build times make for a good game?

    I have a simple mod (that I have yet to update for the patch) which sets the TimeScale to 0.5 and increases the build times by x4 and while it takes forever to get stuff built at least the tech progression does not get out of wack. I also used part of Wonderland's SloMod to alter the base farming output of the regions (reduced by a fact of four) which seemed to help this the settlement growth getting out of hand.

    I am considering using a little variety in the build times (hopefully using logic and common sense), keeping the first level building on the orginal timescale, doubling for the mid level building and keeping the x4 for the higher level buildings. I mean, approx 30 turns for a Hugh Cathedral seems long, but those things really did take 15-20 years to build...

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