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October 23rd, 2007, 11:44 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: slowing research
Choose very difficult magic research when creating a new game.
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October 23rd, 2007, 12:45 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: slowing research
I think he wants to have it even slower. Probably for extremely huge map.
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October 23rd, 2007, 01:09 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
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Re: slowing research
I think the only easy way to do something like that is to make a pretender for each nation and choose magic -3 for all of them. Then start the game as all human and set research to very difficult. Also set magic site frequency to lowest possible value. Then at turn one default all the desired AI nations from human to computer control.
Should slow up research considerably.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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October 23rd, 2007, 05:37 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: slowing research
you can also mod the scales effects to change the +/- research points for magic levels...
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October 24th, 2007, 10:15 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
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Re: slowing research
I would not like to use drain scales because i still want to use magic extensively, only the rate of research i would like to be reduced to slower than the Very Difficult setting...
Arcaeolept: whitou changing drain levels? how would i do that? can you give any examples?
__________________
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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October 24th, 2007, 12:58 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: slowing research
ah, i don't know the modding commands, but d/l the conceptual balance mod and check the code for the scales mod... Quantum basically put the +/- research points back to what it used to be, so you could have it such that magic 3 gave you +0 RP, magic 0,1 -1, drain 1,2 -2, drain 3 -3 for instance
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October 24th, 2007, 02:32 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: slowing research
One option, althought a tedious one, would be to mod the nations you're intending to be using in the game. Just give all of the mages #researchbonus -3. And make Lightless Lanter, Owl Quill and Skull Mentor researchlevel 10. That should do it.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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