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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization: Call To Power > CtP-Creation > Consistant Years
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MasterSreg is offline MasterSreg
Settler
"Enlighten me." - Yuri Initiate
Jan 2003
time: 22:25
  Old Post 28-01-2003 00:37
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Consistant Years Enter the AD-FREE zone

I'd like to alter the game to where the passage of years is steady and consistant. I know how I would do that, but more importantly, I must balance the science coeffecient, production values, and map size with the game.

If I maintain the normal amount of turns, then I needn't alter the science coeffecient, production values, nor map sizes. However, by adding more turns in order to make the passage of time more realistic, I will have to calculate the new amount of turns against the old amount of turns to determine a percentage increase which I could then apply as a size growth factor in maps, a value growth factor in production, and a science penalty factor for the science coeffecient.

This establishes that I must, first, determine the new amount of turns involved.

code:
TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 1 PERIOD { START_TURN 0 YEARS_PER_TURN 10 } }

This would result in 700 turns in total. Assuming that the game runs for 600 turns, that is a 1/6 (16.6666666666666666666666666666667%) increase. The increase would have to be applied to map sizes, production values, and a penalty to the science coeffecient.

Does anyone think I have potential?

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:25
  Old Post 28-01-2003 18:03
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Inflate your Upload Space

I don't think you should touch the production or the food much.

But lower the gold and make 10-15 centraladvances MUCH more expensive to research (electricity and oilrefining fx.).

Also make the most agressive units more costly to produce.

Edit and added: Reduce the effect of Edisons lab!!!!!

Last edited by TheBirdMan on 28-01-2003 at 18:08

MasterSreg is offline MasterSreg
Settler
"Enlighten me." - Yuri Initiate
Jan 2003
time: 22:25
  Old Post 29-01-2003 02:32
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Support Apolyton, buy Civilization 2

I've actually figured it out. I'm thinking to use 5 year intervals, and merely applying a 2.3 science coeffecient division-penalty. This works perfectly if the normal total of turns is 600. If not, then this will be most unbalanced. Also, I willn't be touching production, gold, or any other values. "Turns : Science" and "Players : Map Size" are the only correlations I've made. Since I prefer to play 4xGigantic size maps now, 31 players fit adequetly.

Gods have mercy, I'm going to try it out.

MasterSreg is offline MasterSreg
Settler
"Enlighten me." - Yuri Initiate
Jan 2003
time: 22:25
  Old Post 29-01-2003 09:02
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Lose 30 kilos (of popups)

I've got the years going, however, I'm encountering trouble with the Science. Either I made it faster, or the difference isn't large enough. Here is what I've tried. Chieftain example.

code:
AI_TECHNOLOGY_COST 2.6 2.6 2.5 2.4 2.3 HUMAN_SCIENCE_BONUS 1.9

Now, I'm thinking I should have reduced many numbers to negative as opposed to increasing them by 2.3. I'm not sure... how should this go?

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:25
  Old Post 29-01-2003 13:52 Visit J Bytheway's homepage!
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Got spare money?

I think the AI tech cost should be increased, as you do - I'm not sure about the Human - try setting it to a really high number or 0 and see what happens.

MasterSreg is offline MasterSreg
Settler
"Enlighten me." - Yuri Initiate
Jan 2003
time: 22:25
  Old Post 29-01-2003 19:30
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Shall I have to go through each advance and increase its science cost? Time consuming, but it would be effective. Multiply each cost by 2.3 and I would accomplish my objective...

EDIT: I've completed it, and it all works perfectly. I haven't played a full game as of yet, but the years and sciencemay fit. .>:{D-

Last edited by MasterSreg on 29-01-2003 at 22:28

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:25
  Old Post 30-01-2003 12:36
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Tired of ads?

MasterSreg is offline MasterSreg
Settler
"Enlighten me." - Yuri Initiate
Jan 2003
time: 22:25
  Old Post 02-02-2003 01:24
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Support Apolyton buy from Amazon

Fun. I'm beginning to experiment with many files, especially installations, years, and cities. I've thought of several things...
1 ) Installations have settings for attack and firepower. Does this mean that one could effectively create mines or other offensive tile improvements?
2 ) Cities have a movement of 0, but is it possible to thus enable cities to move?
3 ) I shall see if years per turn can be set to decimal numbers, to simulate months or weeks. If so, this would be useful for scenarios intend to create.

I've interested my History teacher in the game, and may even create scenarios for grades.
.>:{D-
If I can manage such, I will require assistance, and great quantities of it. Particularly for unit graphics and such. And making the map editor work would help.
.>:{P-

MasterSreg is offline MasterSreg
Settler
"Enlighten me." - Yuri Initiate
Jan 2003
time: 22:25
  Old Post 04-02-2003 07:17
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#9 Report this post to a moderator
Support Apolyton, buy Civilization 2

I have a severe problem with the advance rate; it doesn't come near to matching the actual time period. I need to reassign advance costs. I'm not sure how to go about it just yet, but I'm working on it.

Oh, and I plan to do some unit balancing and such. Can someone provide me with Mounted Warrior graphics? I feel the Mounted Archer makes no sense for the Domestication advance, when you would have Mounted Archers before Archers.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:25
  Old Post 05-02-2003 19:02 Visit J Bytheway's homepage!
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#10 Report this post to a moderator
Get a bigger avatar today!

If you're looking for sprites, you might want to look at the CTP2 sections, since fan-created sprites for that will also work in CTP1 (although the sprites that come with CTP2 will not work).

Mines were originally intended to be a part of the game, but they were removed due to the AI failing to manage them. Whether the attack/firepower of tile imps still has any effect I don't know - try it.

IIRC I tried to make cities with movement once, and it didn't work - but I may be wrong.

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