Page 1 of 1
Can turn-intervalls be tweaked easily?
Posted: Mon Oct 08, 2012 11:42 am
by JacquesDeLalaing
Since I would prefer shorter turn intervalls (14 days per turn instead of 30 days) I wanted to ask if it can be changed/modded easily so that I can do it myself? I'd need to change turn time to 14 days and double the turns allowed per scenario. Is that possible (and how), or would it also mess up other aspects of the game (don't mind too much about reinforcements)? If that is the case, then perhaps optional scenarios with shorter turn intervalls could be something for a future patch or DLC?

With 30 days, armies can show up out of nowhere and you don't have any means to react adequatly - if you don't cluster a radius of 10-12 regions with eclaireurs that is, and even then the 30 days intervalls make it incredibly hard to predict, coordinate and plan anything. It feels a bit too random for me.
Posted: Mon Oct 08, 2012 3:07 pm
by JacquesDeLalaing
Update: I've taken a look at AGE wiki and simply altered the "turns by year" in the scneario files from 12 to 24. So far it works. I've got "early/late" months and turns of 15 days right now, but the turn-limitation of the scenario has not been doubled automatically to fit the 24 turs per year

. Perhaps a developer or a modder can give me a little tip? As the variable that I've altered is called "turns per year", I assumed that the turns allowed for a scenario would automatically adopt as long as I don't touch the end and start dates of the corresponding event-file...
Also, the date of the scenario (as shown in the upper left corner of the screen) is messed up - which isn't a big deal in terms of gameplay.
Posted: Mon Oct 08, 2012 7:19 pm
by yellow ribbon
JacquesDeLalaing wrote:Oh well I've forgotten about sieges. They would need to be adapted to the new intervals because they're based on turns, not on days (like movement). I don't know if it is the same with reinforcements (days or turns?).
as well as...
...decision regeneration
...options regeneration
...weather aleas (storm etc)
...maybe some events subtests
... regional decisions turn duration
... AI behavior, at least winter quarters
...random events
...production events
...panem control events
... draughts
also you could have two re-supply rounds in the worst case, all balance gone then
...to be continued
Posted: Mon Oct 08, 2012 7:22 pm
by JacquesDeLalaing
Thanks for the answer, so I better don't touch it.

Posted: Mon Oct 08, 2012 7:27 pm
by yellow ribbon
Now you understand why they always say, they dont have the time, and this since 2007 at least.
you can touch it, but only if you do a lot of work, thats why i think, first we need eventually volunteers to script additional AI patterns, before thinking about this...
Posted: Mon Oct 08, 2012 7:59 pm
by JacquesDeLalaing
Well but there is already RoP which has 15 day-turns. Is AJE so much different that one can't use its AI patterns?
Other than that I didn't know that turn intervalls are such a basic, path-deciding variable. I understand that it's too much work to be done at this late stage. It's kind of sad though because 1) I really think that turn intervalls make a big difference and 2) because I never was a big fan of all the gimmicks (decisions and events of all kinds) that shift the focus away from the core gameplay and additionaly make the game less slender and more difficult and time-consuming to mod (just like the ever expanding scale - the peak was PON). I can't help feeling that the team is overloading itself for no apparent reason. I guess I will stick to RoP then and keep my fingers crossed for the small scenarios which are said to be in development.
Posted: Mon Oct 08, 2012 8:20 pm
by yellow ribbon
sorry, cant tell more about the thing with the AI...
for the turns, if you want to mod it, have a clear eye for
[color="#FFFF00"]TurnProba =[/color] 10
(which can really mess up, i.e. imagine mountains in winter closed/open bi-weekly which would cause more damage then your idea of quicker reaction, other thread)
and at least
[color="#FFFF00"]TurnIndexes = [/color]6|7|8
(which defines when which test should happen, regeneration should happen, or the aleas should be applied)