Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zugaikotsu's Fast Forward AI Turns -- Options Extension
40 Comments
17 Jan, 2024 @ 5:56am 
这个快速行动在哪里关闭
dawgwutdahell 20 Nov, 2023 @ 8:38am 
can i fast forward only planes? i hate planes :D
Zugaikotsu  [author] 22 Aug, 2023 @ 9:45pm 
@Ohlscheich, This has not been tested with multiplayer. While it was programmed in a way that should be generic enough for multiplayer to function, I have no guarantee that'll work and can't promise support if it doesn't. If you do utilize it in multiplayer, please let me know how it goes.
Ohlscheich 22 Aug, 2023 @ 6:11am 
Does it work on Multiplayer-Matches?
bk 19 May, 2023 @ 6:34am 
Thank you for the mod now i understand how it work and its pretty smart at the end.
QuadroVal 12 Feb, 2023 @ 12:33am 
@Zugaikotsu Actually suddenly it startted working as expected, I didn't change anything =) Thank you very much :steamthumbsup:
Zugaikotsu  [author] 5 Feb, 2023 @ 3:30pm 
@QuadroVal, it's odd that it wouldn't work for you. Here is a pastebin of the entire file I used in my test, which also has some debugging statements that shouldn't impact the situation: https://pastebin.com/aW2H9eeu To confirm, the mods, with Quick Attack disabled, is properly working otherwise for you, right?
QuadroVal 5 Feb, 2023 @ 11:50am 
@Zugaikotsu Thanks for the answer :steamthumbsup: , but yes the both mods are enabled https://i.imgur.com/bsv0wa0.png I will try to check one more time then.
Zugaikotsu  [author] 5 Feb, 2023 @ 11:36am 
@QuadroVal, I tested with the proposed change (also matching your screenshots posted), and defense against human players is correctly utilizing slow combat, while player initiated combat was still quick. Are you sure you have both `Zugaikotsu's Fast Forward AI Turns` and `Zugaikotsu's Fast Forward AI Turns -- Options Extensions` enabled from the mods menu?
QuadroVal 5 Feb, 2023 @ 1:04am 
@Zugaikotsu Thanks for your time, but it didn't help. I did it like this in Zug_FastForwardAI_GP.lua https://i.imgur.com/GBb9WTb.png and https://i.imgur.com/qBmm5ZB.png in Zug_FastForwardAI_ModSettings.lua
Zugaikotsu  [author] 1 Feb, 2023 @ 7:00pm 
Formatting doesn't approve of the code in comments, I guess. Here is a pastebin of it formatted: https://pastebin.com/w39L53Aw
Zugaikotsu  [author] 1 Feb, 2023 @ 6:57pm 
@QuadroVal, the mod intentionally only runs if the Quick Combat ingame option is set to False/Off. I don't plan to change this functionality for the mod, but I may be able to help guide you to handling a local solution.

Inside the file `Zug_FastForwardAI_GP.lua`, there is a function called `AttackBegin`. Change it to the below code. I haven't tested it, but I believe it should handle your use-case.

[code]
function AttackBegin (combat)
SoftToggle = ToggleForAttacks (combat);
if (SoftToggle == true) then
ExposedMembers.Zug_FastForwardAI.SetStoredQuick (false, true);
end
end
[/code]
QuadroVal 29 Jan, 2023 @ 7:55am 
Could you tell me please,

can I set `quick combat` in civ options to true
(I want to speed up my attacks as well)
and somehow make it slow only in specific cases when I'm being attacked?

As far as I understood,
the prerequisites for your mod is
original Civ 6 setting `Quick Combat ` is turned ON?
(which means attacks performed by me can not be speeded up in that case )

And I can not enable quick mod for my attacks, but disable for some other cases, which your mod covers?
Zugaikotsu  [author] 21 Dec, 2022 @ 8:54pm 
@Teckler, it's great to hear it has been working well for you. I haven't been able to play the game much these days, but I love to hear that it still is actively used/appreciated.
Teckler_From_Krieg 21 Dec, 2022 @ 8:51pm 
@Zugaikotsu I've been running consistently with no issues.
turn 2433, still working beautifully. Thank you so much for continuing to update and host this mod, you've saved literally thousands of hours of my life.
3000-ish hours, by steam's count
Zugaikotsu  [author] 21 Dec, 2022 @ 8:44pm 
@Wuzzle, I've added some text to the description to help clear this up, as well as add an example. "true" will disable the Fast Forward AI Turns for that particular actions. I've also made a local change to the file. For the typo, the second one should be "--Determines when a City-State (CS) that you are the suzerain of is attacking". I'll also make a local change to the file, and publish both of these whenever the next update goes out.
Wuzzle 21 Dec, 2022 @ 8:03pm 
Also, in the settings file itself, you've typed "--Determines when a City-State (CS) that you are the suzerain of is being attacked." for two sets of settings
Wuzzle 21 Dec, 2022 @ 8:01pm 
Small thing, but it would be nice to clarify in the file or in the mod page what exactly true and false do

I assume:
True = will speed up
False = won't speed up
Teckler_From_Krieg 5 May, 2022 @ 3:54pm 
Zugaikotsu Well, odd findings. One, the update you made does work, the switching speed bug seems to no longer be an issue, and I got curious and loaded the save that has the base mod disabled and was also having the speed bug, however even tho the mods aren't on the save, it... seems to have resolved it, I'm going default speed and so is the AI.
Teckler_From_Krieg 5 May, 2022 @ 9:25am 
@Zugaikotsu I know, the mod should not be active at all. I started another game for testing.
My units move at default speed, AI units move at quick-turn speed, base mod is *disabled*, and when I check the settings like the others have noticed, the settings keep reverting to quick-move and quick combat, I revert them to default speed, a turn passes, I check the settings, and they're re-enabled to their quick modes again.
Its just so eerily similar to what others were reporting.
I've going to subscribe, enable the base mod, this one, and start another game. I'll let you know if I can find anything or if the issue re-occurs, but it seems like that even though the mods are disabled, the game is still reading their changes somehow? Is that possible?
Zugaikotsu  [author] 4 May, 2022 @ 6:52pm 
@Teckler, this (and the base mod) won't persist if they are disabled/deleted. That is, if you've disabled it, reloading the same game will no longer have anything related to this set of mods. Additionally it will not change the animation speed of the units past what the ingame option of setting Quick Combat/Movement will do. Based on what you are describing, the issue does not appear to be related or something I'd be able to assist with. Feel free to let me know if I've misunderstood.
Teckler_From_Krieg 4 May, 2022 @ 6:38pm 
@zugaikotsu
I'm playing with Dramatic ages, secret socoties, monopolies, and barbarian clans and I am experiencing the speed bug.

But here's a twist, I don't have this mod extension downloaded anymore at all and the original mod is disabled to see if it helps Expanded Warfare crash less (it does, but its so minuscule its not worth the effort to turn it off.) And yet, whenever the AI goes, it goes at a speed that is far faster than your mods were set at, or even could be set at.
I might be able to use my capture card to show you. Its.... bizarre. Now, granted, I did used to have this extension downloaded, but when I started encountering that speed bug about 7 months ago, I disabled and deleted it. My apologies, that was a lot of information to throw at you that probably seems unrelated.
Zugaikotsu  [author] 1 May, 2022 @ 2:41pm 
A modified version of Fabulist's suggestion has been pushed to the main code base. During my regression tests, I didn't find anything that would indicate a problem, however, I have been still unable to reproduce the bug as described by others. Please get the latest and let me know if that resolves the issue.
Additionally, I have also changed the code so that it should commit the settings to the Options page. This should make it so that if a setting does get out of sync, you can reset it there and it should respect it at the start of the next turn.
Zugaikotsu  [author] 19 Apr, 2022 @ 8:36pm 
Fabulist has posted a suggested fix: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2031824982/3186860850591130315/ Please give this a shot and see if it resolves the issue. I'll be testing the fix within the next few weeks to see if it looks good to deploy.
Teckler_From_Krieg 9 Jan, 2022 @ 6:23pm 
I have the same bug as Wuzzle, litcube and hawkseye17.
barbarian clans, monopolies and secret societies. Maybe inducing a read-only one or figuring out how to prevent changes while civ is running?
Wuzzle 19 Nov, 2021 @ 8:32am 
I'm getting the described bug too, no idea what's causing it, could be a mod conflict
Zugaikotsu  [author] 12 May, 2021 @ 2:53pm 
I have attempted to reproduce the bug as described below by Litcube and hawkseye17 across ~100 turns of being attacked by Barbarians/Players/City States, and was unsuccessful. Providing guidance on exactly what world events were occurring can help me focus my search to resolve the issue.
Zugaikotsu  [author] 2 May, 2021 @ 2:40pm 
Just a small update, I should have time to review this before May 16th. Apologies for the delay, all.
Litcube 11 Feb, 2021 @ 7:45pm 
Suuuper looking forward to it.
Litcube 30 Jan, 2021 @ 11:58pm 
Looking forward to it.
Bad Apple Banzai 30 Jan, 2021 @ 1:40pm 
Love this idea - looking forward to the fix so I can use it!
Zugaikotsu  [author] 29 Jan, 2021 @ 11:33pm 
Interesting. No promises for a speedy fix, but it is on my radar and a high priority for when I have free time to dig into it.
I'm anticipating one of the events I've tied to is deprecated in a newer version of the game, so I'll have to dig through and find a new one.
Litcube 29 Jan, 2021 @ 7:14pm 
I can tell you that it seems to switch when I get attacked. Everything works fine for several turns, and when the AI attacks, it switches to *always quick mode for everyone*. It's almost as though it's not resetting at the end of the turn to what the intended settings are supposed to be.

My settings for the extension mod was true for the two player variables, and everything else set to false.
Zugaikotsu  [author] 29 Jan, 2021 @ 6:54pm 
@Litcube, can you verify if it is just the base mod that is having the issue or if it is this extension? Also, can you describe what you were doing before the bug happened (declaring war, making a trade out of turn, etc.). I don't have time to actively debug this right now, but can take a look later.
Litcube 27 Jan, 2021 @ 11:02pm 
This doesn't work properly. Suddenly in the middle of a game my settings will change, and *everything* is quick moving and fighting.
hawkseye17 4 Jan, 2021 @ 10:54pm 
For some reason the mod sometimes applies quick movement/combat to me even though I have it disabled for myself.
MaCC165 2 Oct, 2020 @ 5:25am 
have this bug aswell
rubibao 25 Sep, 2020 @ 7:27am 
Yeah it works now though I found a bug? Not sure if it's this mod or your base fast forward. During game, quick combat is enabled automatically, happens when I end turn, load a game. I tried switching the UserSetting file to read only but doesn't seem to work.
Zugaikotsu  [author] 22 Sep, 2020 @ 7:23pm 
@rubibao, true means it will deactivate the base mod's interaction with Quick Combat setting. For example, in your situation 'AllDefendsAgainstPlayer ' being true will mean any attack that is made against a player will be made utilizing the player's default Quick Combat setting. Everything else should be set to false for your case. You should be able to re-load a save game and it should work. Make sure your Quick Combat is set to disabled in the options (you may need to change these options before you load into the save game), or else you won't see any difference with this mod, since it falls back to what the player set, rather than forcing slow combat.
rubibao 22 Sep, 2020 @ 6:27pm 
So is the value 'true' is for quick combat or not quick combat, also do I have to restart the game or start a new game to see the setting changes since I've been fiddling with it but could not get it to work in anyways. Trying to quick combat every action that is not involving player, the A.I can quick combat against itself but I would like normal combat for every action against player