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If you can check is an event was scheduled/occurred, don't roll-back to begging to a day, but add +1/+3 more roll-backs to following day.
So if You play on 4x and even was occurred on day 11, do only one iteration of day 11 and 7 (4+3) of day 12. This would mitigate that issue.
If not, can you modify the mod, so that I could potentially have more harvests per year/season?
Игра перестала загружаться. Висит на фразе loading-Scripts. Единственный скрипт который я использую, это замедление времени
* for 2x: 1 3 2 2 2 1 3 2 2 2 etc
* for 4x: 1 5 5 5 4 1 5 5 5 4 etc
It may look strange, but realistically, barely anyone tracks the date by the day, it's only the month and timeflow that matters. And this way statistics would only be tracked once, instead of 2x or 4x. This is quite important, because statistics file could grow extremely large, which affects loading time and performance.
Crops are the issue, though. I think, ideally, growth time should be scaled up along with time, but also consumption should be scaled down by the same amount, and price should be scaled up the same amount. This way, besides the strange price for crops, the only thing that actually do change in terms of balance is the amount of trucks/wagons needed to transport crops to factories - you need the same space for storage for winter, you earn the same amount of income on average (which scales up with rest of production), or spend the same amount for buying crops.
but I guess if they still grow at the same base game speed, you can get 2x/4x the amount of harvest. Considering you also get 2x/4x the time without being able to plant harvest anything, imo, not that big of a deal.
Is there a reason for this to have changed? Or can it be reverted?
I really the new time frame, but its weird that sometimes you get something repeated four times.
Also as mentioned by others, winter is challenge, and you have to account for a lot more crops for the extended growth time, maybe some separate balance scripts could be useful here.
@septemberWaves
Is it actually a problem? I just used some other script to set me back a couple of years and then activated this one for slower time and it seems to be fine. You just can trigger the other script while this is also running.
Maybe you can find a solution to this.
Building and Maintaining a vehicle fleet from scratch is more enjoyable. You sepnd more time with a build run maintaining it instead of suddenly having to upgrade/update again.
Large projects still feel and take as long to complete. You don;t just looik up and find yourself suddenly in a nother decade wondering where time went. Things still take a long time to build but you are not punished.
The game otherwise plays exactly the same with a little extra planning (IE: growing crops) but you get accustomed readily.
Thing is, you get to enjoy the life cycle of your vehicles more. You won't suddenly look up and find yourself in the year 2000.
Winter is a thing so plan. Otherwise, it is my preferred mode. I recommend. Good script !!
Fisxed this way:
Turn off the script, update the game. load save. turn on script.
All good for now
One minor issue: all the notifications for availability of new vehicles appear twice. I suspect it is because the availability date is passed twice when the mod is active.
It would be good if developers will do something simmilar to the game and will make balance on timing for workng for efficency of small/medium/large facilities. Old plant working with efficency 60% and new plants working with 80-90-100-110%.
Anyway thanks a lot for you mode. x4 slower make the game more real.
A specialy when you start in 1900-1920 and the biggest problem is slow with low capasity transport. Thank you one more time
I had something similar happen when I did a couple reloads of previous autosaves, saves that all had the script active. As if the script would not check whether it's already active on load of a savegame.
Had many weird effects until I realized that multiple instances of the script were apparently active and interfering with each other.
Please upload your save to google drive or mega and send link to support discussion, I will fix it. I also just updated this mod and included script specifically for fixing situations like this so you can do it by yourself.
Now to wait for someone to modify the amount of foreign workers available at customs :)