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May 2nd, 2005, 05:48 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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slowing research
How i slow down research in a game? what files i must edit? i want to slow down research to something like a tenth of the normal rate...
thanks
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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May 2nd, 2005, 06:00 PM
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Lieutenant General
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Location: Alaska
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Re: slowing research
I don't know of what file to hack to do something like that, but beyond setting research to very hard, here are some other options:
*Use Huzur's mod increasing mage prices 5x.
*Make a mod the bumps all spells up to higher research levels, however then you have all of the magic apearing at once.
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May 2nd, 2005, 08:02 PM
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General
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Re: slowing research
One way to get around it would be to:
1) Use Very Hard magic research setting
2) Make sure that all the players use Drain-3
That will make research pretty hellish. Should be easy to do in an SP game, just design all the pretenders for your opponents. Easy to do in a MP game too... but you might have some trouble convincing people to use those settings 
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May 2nd, 2005, 08:40 PM
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Second Lieutenant
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Join Date: Feb 2005
Location: Central Illinois
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Re: slowing research
Those setting being a "house rule," would be problematic for some nations like Ulm (in a good way), Atlantis (in a bad way), and Ermor (in a bad way).
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May 2nd, 2005, 10:33 PM
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Major General
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Re: slowing research
First, try playing with Very Hard reasearch, in the game setup... in case you had not yet noticed that setting. If research is still too fast, here are a few more suggestions in addition to the ones above:
Mod Owl Quills, Lightless Lanterns, and Skull Mentors to cost double or more. I forge an Owl Quill for every researcher in every game that I have access to Air magic, for example.
Increase the price of sages to 120g or more.
Those 4 changes will result in a very tiny mod that will be easy to make, and might slow down MP research by 50% together. In a single-player game, I doubt they would have any effect, since I doubt the AI makes good use of sages and research items.
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May 3rd, 2005, 09:12 AM
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General
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Join Date: Sep 2003
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Re: slowing research
If you want something drastic, cou could also make *all* mages research at a speed of 1, making it *really* slow.  A -90 research bonus would also ensure that research items, experience... do not affect the research potential of the mage at all.
Now that's what I would call a *slow* research.
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May 3rd, 2005, 09:54 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: slowing research
Even in Very Hard Research i find the pace to fast...
Alneyan: What files and settings i must edit to affect the mages research speed?
I have only the Demo now (my Full CD got scratched), i bought it again and the full game was posted today and should arrive to me in 4 or 5 days (finally found a store in Brazil that sells games from Shrapnelgames, no more need to ask friends from other countries to buy and send them to me!)...
thanks people, as soon as my new cd arrives i´ll try Dominions2 again with your suggestions...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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May 3rd, 2005, 10:36 AM
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First Lieutenant
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Join Date: Feb 2005
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Re: slowing research
If your cd was scratched, I think you can ask Shrapnel to send you a new one if you give them your registration # and such. Ask customer support, I've heard lots of good things about them.
I'd do it even though you already ordered a new one, it won't hurt to have two cd keys - you can play with your friends easier 
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May 3rd, 2005, 10:54 AM
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General
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Re: slowing research
Well, you would have to give all mages a negative research bonus in a mod. There should be a way of creating this sort of mods very quickly, by using a unit database. I am not actually use if it will work as advertised, but I see no reason for it not to work.
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May 3rd, 2005, 01:09 PM
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Lieutenant General
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Join Date: May 2004
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Re: slowing research
Quote:
Alneyan said:
Well, you would have to give all mages a negative research bonus in a mod. There should be a way of creating this sort of mods very quickly, by using a unit database. I am not actually use if it will work as advertised, but I see no reason for it not to work.
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Yeah i think this way all mages would have 1 Research if you give them all -15 Research Rating per Mod.
Cause if you take Drain 3 a Mage with 3 RP under 0 Drain has 1 RP with Drain 3 so i think if you mod it it works the same.
If every mage generates only 1 RP then you have achieved your goal and reduced the Research Speed 500-1000% probably  .
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