Ara: History Untold

Ara: History Untold

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Phaeto Oct 11, 2024 @ 1:38am
About the game speed
So, now that we got access to modding, I looked at the different files and, what a surprise, the game speed settings isn't configured...
So that's why a 100, 300, 750 or 1250 turns length will always last about 450/500 turns. Is that a joke ?

" .SpeedSettings =
{
[ RulesTypes.GameSpeed.eFast ] =
{
.uiProductionSpeedModifier = 1,
.uiResearchSpeedModifier = 0,
.uiCultureSpeedModifier = 0, [[ Deprecated ]]
.fBaseBirthModifer = 0.0f,
.fDeathBaseRate = 0.f,
.fYearScale = 0.5f,
.fYearRateScale = 0.990589f

},
[ RulesTypes.GameSpeed.eNormal ] =
{
.uiProductionSpeedModifier = 1,
.uiResearchSpeedModifier = 0,
.uiCultureSpeedModifier = 0, [[ Deprecated ]]
.fBaseBirthModifer = 0.0f,
.fDeathBaseRate = 0.f,
.fYearScale = 1.f,
.fYearRateScale = 1.f

},
[ RulesTypes.GameSpeed.eLong ] =
{
.uiProductionSpeedModifier = 1,
.uiResearchSpeedModifier = 0,
.uiCultureSpeedModifier = 0, [[ Deprecated ]]
.fBaseBirthModifer = 0.0f,
.fDeathBaseRate = 0.f,
.fYearScale = 1.5f,
.fYearRateScale = 1.0034f

},
[ RulesTypes.GameSpeed.eMarathon ] =
{
.uiProductionSpeedModifier = 1,
.uiResearchSpeedModifier = 0,
.uiCultureSpeedModifier = 0, [[ Deprecated ]]
.fBaseBirthModifer = 0.0f,
.fDeathBaseRate = 0.f,
.fYearScale = 2.0f,
.fYearRateScale = 1.0048f

},"
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Showing 1-11 of 11 comments
Monaldinio Oct 11, 2024 @ 3:00am 
Come on, something like that can happen. Whether the maximum number of laps has been set correctly before the project is published, is at the bottom of the priority list . In general, I find it strange how people react about some Bugs. What is generally undisputed is that the game has to run smooth and without crashes. Whether mechanics and values work the way the majority of players like them is a development process. But it is also essential that there are players who dig in so deeply and spot mistakes. That helps everyone.
7775 Oct 11, 2024 @ 3:33am 
Originally posted by Phaeto:
So, now that we got access to modding, I looked at the different files and, what a surprise, the game speed settings isn't configured...
So that's why a 100, 300, 750 or 1250 turns length will always last about 450/500 turns. Is that a joke ?

" .SpeedSettings =
{
[ RulesTypes.GameSpeed.eFast ] =
{
.uiProductionSpeedModifier = 1,
.uiResearchSpeedModifier = 0,
.uiCultureSpeedModifier = 0, [[ Deprecated ]]
.fBaseBirthModifer = 0.0f,
.fDeathBaseRate = 0.f,
.fYearScale = 0.5f,
.fYearRateScale = 0.990589f

},
[ RulesTypes.GameSpeed.eNormal ] =
{
.uiProductionSpeedModifier = 1,
.uiResearchSpeedModifier = 0,
.uiCultureSpeedModifier = 0, [[ Deprecated ]]
.fBaseBirthModifer = 0.0f,
.fDeathBaseRate = 0.f,
.fYearScale = 1.f,
.fYearRateScale = 1.f

},
[ RulesTypes.GameSpeed.eLong ] =
{
.uiProductionSpeedModifier = 1,
.uiResearchSpeedModifier = 0,
.uiCultureSpeedModifier = 0, [[ Deprecated ]]
.fBaseBirthModifer = 0.0f,
.fDeathBaseRate = 0.f,
.fYearScale = 1.5f,
.fYearRateScale = 1.0034f

},
[ RulesTypes.GameSpeed.eMarathon ] =
{
.uiProductionSpeedModifier = 1,
.uiResearchSpeedModifier = 0,
.uiCultureSpeedModifier = 0, [[ Deprecated ]]
.fBaseBirthModifer = 0.0f,
.fDeathBaseRate = 0.f,
.fYearScale = 2.0f,
.fYearRateScale = 1.0048f

},"
wait wait wait, we have access to files for modding the game????
shaosc3 Oct 11, 2024 @ 3:42am 
Yes they opened modding yesterday, we can mod tech speed now.
The Former Oct 11, 2024 @ 4:49am 
If I'm reading this right, it's not that the settings aren't configured, it's that the configuration--oh wait no you're right, all that's different between speeds here is the year scale. That's gotta be an oversight.
Last edited by The Former; Oct 11, 2024 @ 4:49am
mauporte Oct 11, 2024 @ 10:34am 
since the only thing I want to modify is tech speed then I think it is fine; one of the things that has always bothered me about civilization is that marathon makes everything more expensive instead of just techs. I even made a mod for civ 6 (ultra marathon) that would scale different elements differently but civ 6 has a big problem where it is basically impossible not to have statues of liberty in the middle ages and parthenons in the modern age.
The Former Oct 11, 2024 @ 2:00pm 
Originally posted by mauporte:
since the only thing I want to modify is tech speed then I think it is fine; one of the things that has always bothered me about civilization is that marathon makes everything more expensive instead of just techs. I even made a mod for civ 6 (ultra marathon) that would scale different elements differently but civ 6 has a big problem where it is basically impossible not to have statues of liberty in the middle ages and parthenons in the modern age.

Yeah same. Ultimately you got the same amount of use out of your technologies as you would have at a faster speed because it took way longer to field units, build structures, and get anything going. If I mod this for Ara, it'll strictly be for tech speed.
mauporte Oct 14, 2024 @ 6:08pm 
Originally posted by The Former:
Originally posted by mauporte:
since the only thing I want to modify is tech speed then I think it is fine; one of the things that has always bothered me about civilization is that marathon makes everything more expensive instead of just techs. I even made a mod for civ 6 (ultra marathon) that would scale different elements differently but civ 6 has a big problem where it is basically impossible not to have statues of liberty in the middle ages and parthenons in the modern age.

Yeah same. Ultimately you got the same amount of use out of your technologies as you would have at a faster speed because it took way longer to field units, build structures, and get anything going. If I mod this for Ara, it'll strictly be for tech speed.

this weekend I tried a game by only modifying tech speeds to 3x; the game was so much better.... But I would still raise maintenance costs, raise triumph costs to maybe 2x; raise improvement costs to maybe 1.25 and lastly, change paragons to 2x as well.
Cryten Oct 14, 2024 @ 6:29pm 
I suspect this has to do with the customisation settings you have in world creation.
Tandis  [developer] Oct 15, 2024 @ 1:47pm 
In this case, these are new settings we've added that aren't yet hooked up. As in, just added in the past week.
Filo90 Oct 15, 2024 @ 2:14pm 
Originally posted by Tandis:
In this case, these are new settings we've added that aren't yet hooked up. As in, just added in the past week.

you mean that turn limit setting still has to be chained to tech cost increase?
Ara: History Untold  [developer] Dec 19, 2024 @ 1:20pm 
Thank you for letting us know! We hope this has been resolved by the recent updates. Closing it for now, but let us know if the issue persists.
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Date Posted: Oct 11, 2024 @ 1:38am
Posts: 11