Reducing Research

A secret place for modders to chat and ask questions. Requires forum registration.

Moderators: firepowerjohan, rkr1958, Happycat, Slitherine Core

Post Reply
IanF1966
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 70
Joined: Tue Jun 26, 2007 1:53 pm
Location: UK

Reducing Research

Post by IanF1966 »

How is it possible to make research take longer time by x 3??
I wonder where in the files these parameters are?
AlvaroSousa
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1431
Joined: Tue Jul 17, 2007 2:50 am

Post by AlvaroSousa »

I 2nd that. Especially if you change the time scale. My scenario runs on 2 week turns not 3 week.

3 minutes later...

Actually you can reduce the # of labs players can have. This alters the time factor.
firepowerjohan
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1878
Joined: Mon May 22, 2006 7:58 pm
Contact:

Post by firepowerjohan »

from general.txt script

/*Reseach*/
MAX_LABS 12
LAB_BUY_START_PRICE 20 /*Cost to buy First Laboratory*/
LAB_BUY_PRICE_INCREASE 10 /*Buy Cost increase per lab held*/
LAB_SELL_FACTOR 50 /*How large refund % when selling*/

Yes, in fact if you want to say halve the research rate then you can set the

MAX_LABS 6
LAB_BUY_START_PRICE 40 /*Cost to buy First Laboratory*/
LAB_BUY_PRICE_INCREASE 20 /*Buy Cost increase per lab held*/

so since the prices are doubled you are still going to have to pay the same production points to get these half amount of labs.
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Post Reply

Return to “Commander - Europe at War : Modders Corner”