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October 26th, 2007, 09:41 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: slowing research
You could probably give a negative research ability to every single unit in the game, if you knew the range of unit ids; doing it by hand would be Tedious, but it should be straightforward to generate automatically. Well, assuming all possible unit ids are known in advance.
I don't think you could use percentages that way, though. Still, setting all mages to have only one research point, period, and then playing with the Magic research setting might do the trick for you.
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October 26th, 2007, 11:25 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: slowing research
Unit ID range is currently 1-1917.
So autogenerating
#selectmonster x
#researchbonus -3
#end
for the lot should reduce all units to 0 research unless they had more than one magic path. Then you need to edit the researchbonus individuals back to what they should be and you're done. Or take away 2 points or whatever.
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October 31st, 2007, 02:26 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: slowing research
Quote:
Alneyan said:
Still, setting all mages to have only one research point, period, and then playing with the Magic research setting might do the trick for you.
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Any easy way to mod that? That may do the trick...
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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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October 31st, 2007, 10:11 PM
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National Security Advisor
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Re: slowing research
Er, yes, as it happens. It turns out that #researchbonus -20 (say) will leave them all with research of 1. So you just need to apply that to all units.
Do you know how to autogenerate all those lines? Can you code in Perl or Python or anything? If not I can do it for you.
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November 1st, 2007, 06:38 AM
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General
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Re: slowing research
I've gone ahead and generated an example of this mod (gave me a nice excuse to play with Emacs macro system).
You may want to tweak the research malus, though: my value of -100 means 'nobody will ever have more than 1 research point in all reasonable circumstances', but you might want to go with -20 or so if you want powerful mages to get some research (with the relevant items).
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November 1st, 2007, 08:02 AM
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First Lieutenant
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Re: slowing research
Thanks Alneyan! I´ll use your mod whitout changes since a 1 reserch point per mage is what i want... tonight i´ll give it a try and tell you afterwards if it worked the way i want...
Thanks again!
BTW: would this mod work in Dominions 2 too? I only play Dom3 in my main machine because of turn processing times, but Dom2 is a little lighter and i sometimes play it in my notebook when i´m traveling... i would love to use your mod in Dom2 too..
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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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November 1st, 2007, 09:29 AM
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Re: slowing research
The same idea should work for Dom 2. However, there are fewer unit IDs in Dom 2, so I don't think the mod would work out of the box. If someone knows the maximum unit ID in Dom 2 (I *think* it's around 1500, but I'm no Edi), we're out of the woods.
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November 1st, 2007, 10:26 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: slowing research
just tested the mod and it works well, both in dom3 and dom2 without needing any changes...
now I finally can play humongous maps without a too fast research rate...
thanks again!
__________________
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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