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Rohag
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With reference to standard games (not the Conquer the World campaign), the centuries do fly by on the default settings. The game setup options allow you, however, to adjust
1. game speed
2. costs of technology and aging
3. rate of technology and aging research.
I have not personally tried setting the speeds/rates to slowest and costs to highest, but I have read of one-two single-player games that lasted four-to-seven hours. But those are rare and most of mine have lasted 45 to 90 minutes.
In Conquer the World, the grand single-player campaign, the Ancient Age lasts one turn and each subsequent age lasts four turns (if I remember correctly). In each RTS scenario in each turn you can only advance one age. This setup allows you to spend more time with the units and buildings of each age spread out over the course of several turns. I've played through Conquer the World a number of times, and each full campaign involved nine-to-thirteen hours of RTS gameplay (apart from the turn-based portions).
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ricardojahns
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MrFun,
i hope you read this.
IT IS A GREAT GAME. GETTING THE TIME FLOW AS YOU WANT IS JUST A ONE-LINE-ADJUSTMENT, IN one of the game's files. That's right, one single line. It is a line that sets the conversion factor for resources; the original game sets it to 10 times; so, if you want to have techs costs three times the original ones, you set this factor to 30. The very same is valid for tech research time, and for other costs also.
So, in few words, GO BUY THE GAME. As soon as you get it, I WILL HELP YOU MODIFY THE FILES SO YOU CAN GET WHAT I'VE GOT: Looong lasting and very very funny eras.
I will wait for you. Good luck,
The Rebel
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solops
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quote: Originally posted by ricardojahns
MrFun,
i hope you read this.
IT IS A GREAT GAME. GETTING THE TIME FLOW AS YOU WANT IS JUST A ONE-LINE-ADJUSTMENT, IN one of the game's files. That's right, one single line. It is a line that sets the conversion factor for resources; the original game sets it to 10 times; so, if you want to have techs costs three times the original ones, you set this factor to 30. The very same is valid for tech research time, and for other costs also.
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OK, so where exactly is the line and item that needs adjusting? And how about the adjustment to slow down tech as well, so that it matches the longer ages? This is a great game, the best I have ever stopped playing, in fact. I am just not interested in an arcade game. But, if someone can detail, in simple, idiot proof words, how and where the time and tech mods are made, I'll jump back into it. I think that this is an issue that a lot of people, the entire CIV/MOO/TOAW crowd probably, is waiting to see addressed in concise form for non-programmers before they embrace what is a remarkable game. I, too, want a strategy game that takes days or weeks to play, not hours.
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solops
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Looks interesting. I am still interested in how to mod time and R&D, if someone will write a "How To". I know that multiple entries in one or two files are required.
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Adagio

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Here's a short "how to":
Open the file \RON\data\techrules.xml in notepad. Go to the techs you want to change, it should look a little like this:
code:
< TECH >
< NAME > Classical Age < / NAME >
< AGE > 0 < / AGE >
< COST > 25f < / COST >
< PREQ0 > none < / PREQ0 >
< PREQ1 > none < / PREQ1 >
< PREQ2 > none < / PREQ2 >
< JOB_TIME > 400 < / JOB_TIME >
< TRIBE_MASK > 111111111111111111111111 < / TRIBE_MASK >
< SHOW0 > disable < / SHOW0 >
< SHOW1 > disable < / SHOW1 >
< WHERE > Library < / WHERE >
< GRID_X >1< / GRID_X >
< GRID_Y >1 < / GRID_Y >
< TEX_ID >TEX_LIBRARY_3 < / TEX_ID >
< TEX_COL >0 < / TEX_COL >
< TEX_ROW >0 < / TEX_ROW >
< TEX_CLIP >0 < / TEX_CLIP >
< / TECH >
Btw, there's no spaces between < / > in the file, I have to make them here, since otherwise this post wont be shown right...
Just change these lines:
code:
< COST > 25f < / COST >
< JOB_TIME > 400 < / JOB_TIME >
To whatever you like... If you want it to be 10x as much, just change it to:
code:
< COST > 250f < / COST >
< JOB_TIME > 4000 < / JOB_TIME >
Keep in mind, the cost/job time is also based on what you choose when starting a game (If you have chosen 'Normal' or 'Slow and Expensive' or whatever they are called)
Just edit this by all the age techs, then you'll be fine 
Hope you can use this... if not, then feel free to ask, and I'll see if I can give you an answer to your problem 
Oh, and remember to make a backup before starting to edit the files.
Last edited by Adagio on 16-07-2003 at 05:20
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solops
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Many, many thanks!
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ricardojahns
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Hi,
i found out the 2 key parameters in rules.xml to control tech cost and speed.
ACCEL_RESEARCH value="1/1 speed
you want that to be 1/ x where x is the multiplier you want for your research speed. Let's say you want all techs 10 times the jobtime specified for each one, so you set x=10.
TECH_COST_FACTOR value="10 resources"/>
you want this one to be 10 times x where x is the multiplier you would like to apply for all research costs. Let's say you want those costs twice what is ORIGINALLY specified for each research, so you write TECH_COST_FACTOR value="20 resources" instead of the original value.
There are two other parameters that let you control multipliers for unit and building costs if you want also.
MOST IMPORTANT: IT WORKS!!! So if you don't want to change each parameter, or want to test scenarios in normal setting (hard coded), then you would like to use these parameters.
I am using RonMOd and wanted to test the european scenario with techs slowed down, so i tested this and worked.
Happy gaming!
Rebel
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ricardojahns
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Hi,
well, if you want ALL techs costs and ALL techs speeds increased by the same factor, then use my method, because you will have to mess with only ONE file and only TWO lines in it. Only if you want to adjust speed and costs to different factors for each tech/age, use the method that messes with techrules.xml.
My 23.000 cents...
Rebel
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