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  #1  
Old October 23rd, 2007, 07:08 AM
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Default slowing research

Any new way to slow down research? I wanted to play in a super very hard research speed but could not find any reasonable way to mod it to the game...

If anyone found a way to slow down research i could install dominions again...

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  #2  
Old October 23rd, 2007, 11:44 AM
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Default Re: slowing research

Choose very difficult magic research when creating a new game.
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Old October 23rd, 2007, 12:45 PM

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Default Re: slowing research

I think he wants to have it even slower. Probably for extremely huge map.
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Old October 23rd, 2007, 01:09 PM
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Default 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.
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Old October 23rd, 2007, 05:37 PM
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Default Re: slowing research

you can also mod the scales effects to change the +/- research points for magic levels...
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Old October 24th, 2007, 10:15 AM
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Default 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?
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Old October 24th, 2007, 12:58 PM
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Default 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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  #8  
Old October 24th, 2007, 02:32 PM
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Default 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.
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Old October 24th, 2007, 04:14 PM

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Default Re: slowing research

And then do the same with indies? Quite stupid solution.
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Old October 24th, 2007, 06:17 PM
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Default Re: slowing research

Do it with all .. what .. 1234 mages in the game.
Including summons, indies and heros. Oh, wait - does the game engine take that many modding commands?
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