Sid Meier's Civilization V

Sid Meier's Civilization V

Speed Repacing
91 kommentarer
MOFRONT 17. jan. 2021 kl. 13:18 
Is there any possibility to use this mod in a scenario? Whenever i want to start one im not able to go to the advanced settings to put in the repaced timepacings. :(
crashburn274 14. dec. 2020 kl. 6:19 
I can hardly stand to play CIV anymore without this mod; it feels like this is the speed the game should move.
BoundForHell 21. maj 2020 kl. 16:30 
it dint work it crashed the game
SamBC  [ophavsmand] 7. dec. 2017 kl. 4:13 
You'd be welcome to look at the mod files to see how it works and then make your own mod that repaces the game differently.
Yoda Nobunaga 6. dec. 2017 kl. 16:52 
Could you make it so there are speed otions where you always get quick production? I mean everything in Marathon, for example, is the same, except production and, maybe, population is always at quick. So if it takes 5 turns on quick to make an archer then it should do the same at marathon. Can this be an option?
BrJason 20. dec. 2016 kl. 9:52 
Can't thank you enough for this mod!
voker57 14. dec. 2016 kl. 6:42 
Looks like I was applying mod the wrong way, after fixing my .civ5pkg modifications it doesn't crush anymore.
voker57 21. nov. 2016 kl. 12:07 
No, only this one.
SamBC  [ophavsmand] 21. nov. 2016 kl. 11:31 
I don't think there's been an update to the game since I last tested it... are you using any other mods at the same time?
voker57 21. nov. 2016 kl. 8:47 
Actually it crashes in single player too, here's a save that reproduces the crash (just end turn after loading) http://dump.bitcheese.net/files/cufabut/crash.Civ5Save

Would be awesome if you fixed it, want these exact adjustments but can't play it :(
voker57 13. nov. 2016 kl. 3:53 
When I try to use this in multiplayer (using this method https://cs2bus.com/sharedfiles/filedetails/?id=233428613) game crashes after few turns, if I reload the save it still crashes on load. Can post the save if needed, can you fix this please?
SamBC  [ophavsmand] 25. mar. 2015 kl. 13:06 
Should do, but I haven't tested it for a while. I did after BNW's release, though, and made specific changes to make it work.
g3nka1 25. mar. 2015 kl. 13:04 
does it work with brand new world?
SamBC  [ophavsmand] 18. nov. 2014 kl. 3:12 
That would be a much bigger job, replacing the setup screen or adding options to it. You're welcome to use this mod's files as a crib to make your own mod, though.
Cresto127 17. nov. 2014 kl. 20:55 
Any possibility of giving direct pacing control to the player rather than using the mod's repacing schemes? The repacing as of v8 still allows research to go too quick imo
Bob 24. aug. 2014 kl. 4:35 
just noticed on change notes you have made it for bnw ;)))
Bob 24. aug. 2014 kl. 4:34 
does it work with bnw? thx anyhow, im using it on gk.
SamBC  [ophavsmand] 7. juli 2014 kl. 4:35 
AFAIK, it works - did when I last tested it. If I think it needs changes, I'll update it, but at the moment I'm quite happy with it.
Zoopnigh 7. juli 2014 kl. 0:12 
So does this mod still work, and is it still being worked on?
SpankMeLikeTheProletariat 21. feb. 2014 kl. 9:45 
Tried that way too. It just crashed and kills the game. The only way I got it to work was by loading an unmodded save with the mod enabled, than loading the modded save. It is a workaround if anyone else has this issue.
SamBC  [ophavsmand] 21. feb. 2014 kl. 8:48 
It should 'just work', automatically loading the mod when you load the save, but manually enabling the mod and loading from within the mod menu might be safer.
SpankMeLikeTheProletariat 20. feb. 2014 kl. 23:56 
So there is an issue where it doesnt load my save and autosaves that use this specific mod. Any idea on why that would happen? Thanks in advance.
SamBC  [ophavsmand] 5. feb. 2014 kl. 1:40 
Something must have changed in the gamedb structure again... *sigh*
dedboy 4. feb. 2014 kl. 21:35 
Hi there, great idea for a mod!. It's true the new pacings only show up in the advanced setup and unfortunately I don't think they're working for me from the testing I've done.
Mikolaj 31. jan. 2014 kl. 9:35 
Thanks! And btw a great mod, can't imagine the game without it! :)
SamBC  [ophavsmand] 31. jan. 2014 kl. 7:50 
Hmm, I wasn't aware of that. I'll look into it when I have time.
Mikolaj 31. jan. 2014 kl. 7:38 
Hi since some game update the mod appears only in advanced setup and not in normal one like it used to do, any chance of fixing that?
Pierrick 25. okt. 2013 kl. 7:49 
Ha, damned, thought it was replacing the other options, so I selected normal marathon then, which explains everything. Thanks a lot :)
SamBC  [ophavsmand] 25. okt. 2013 kl. 7:07 
You have to pick the repaced speed options when starting the game - rather than selecting marathon, select "repaced marathon", which has a blue version of the same icon.

As to whether it's then working, the best way to test is to start one game, see how much production it takes to build something, then start another with the repaced settings.
Pierrick 25. okt. 2013 kl. 4:15 
Hey, this is exactly what I was looking for ! Any way to be sure that the plugin is working ? I'm not exactly 100% sure that my production and growth were faster than usual (in marathon).
SamBC  [ophavsmand] 7. okt. 2013 kl. 15:02 
Zaayl, I'll look at some sort of tweak to help that, but I'm determined not to adjust anything but speed settings. I wouldn't come across that, because I just don't play much warmongering.
Zaayl 7. okt. 2013 kl. 14:36 
I love the Idea behind this mod, but a real issue I've found is that happiness and gold just arent balanced for this (At least for a war-based civ), without deliberately playing slow, your gold/happiness producing buildings/resources just wont be able to sustain you without the tech to upgrade them and build bigger versions, I just hit a wall where after a mildly successful war, and working past the usual economic bumps that brings, my happiness and gold was utterly abysmal, despite most of my cities being fairly advanced. If anyone knows of a mod that would help improve these, that would be great.
SamBC  [ophavsmand] 31. juli 2013 kl. 9:55 
I'm afraid you won't get any achievements (except for the one for starting a game with a mod) if any mods are enabled.
-=Maure=- 31. juli 2013 kl. 9:46 
Do you still get achievements if using this mod?, I really want to try it out because it sounds perfect (tired of everyone reaching the medieval age in 500BC), but I still want to get some of the new achievemtns
SamBC  [ophavsmand] 30. juli 2013 kl. 14:48 
You can always download it and look at the files :B1: there are comments in there explaining it.
ConfusedRadish 30. juli 2013 kl. 13:50 
I don't suppose someone can give me an idea of how different the repacing is compared to the normal values in game
Dongus Minimus 25. juli 2013 kl. 15:07 
played with it OMG awsome soo much better! love it!
Helluin 24. juli 2013 kl. 4:38 
It wasn't meant as criticism, I was just explaining to Chuck Norris why Grand Campaign feels slower in comparison.
SamBC  [ophavsmand] 24. juli 2013 kl. 1:55 
Well, I tuned this mod to be how I like it. I share it on the basis that some people are likely to enjoy the same settings I do. Plus other people can use it as an example in building their own repacing.
Helluin 23. juli 2013 kl. 19:51 
Grand Campaign (which I normally use, but BNW broke it with the W.C.) slows research by roughly the same amount, but it increases production significantly more. This makes Grand Campaign seem longer by comparison.
SamBC  [ophavsmand] 17. juli 2013 kl. 7:47 
Compared to each standard speed, it speeds up production, and slightly slows down research (which gets balanced out over time by the speeded up production). I think I made it speed up most things, but not all.
Dongus Minimus 17. juli 2013 kl. 7:19 
does it increase the research time and not the production? there is a mod called the grand campaine (cannot spell) but is was to long.
[GWJ]orestes77 15. juli 2013 kl. 8:23 
Right you are. City connections via harbours are not active until roads are discovered...because that makes sense. Just had not noticed before becauseI got to roads a lot quicker before. Thanks for the response!
SamBC  [ophavsmand] 14. juli 2013 kl. 14:21 
It shouldn't affect that. Though I believe Carthage's harbours don't give a connection until you have a certain tech (I forget which).
[GWJ]orestes77 14. juli 2013 kl. 14:17 
Love the idea of this mod! I tried it with Brave New World with Carthage today and found it disables thier bonus. Carthage gets harbors for all thier cities, which are present in my game, but the do not provide the over water connection to my capital. Any ideas? This is the only active mod I'm using. My capital and all cities are on the coast/
SamBC  [ophavsmand] 13. juli 2013 kl. 6:36 
No worries
kreaturen 13. juli 2013 kl. 6:35 
There you go. It got through! Finally! Thank you for your time anyways :)
kreaturen 13. juli 2013 kl. 6:29 
Ok, I hope so. In the mean time I'll try to be patient, but since I like your mod so much I can't help but want it NOW! Sorry ;P
SamBC  [ophavsmand] 13. juli 2013 kl. 6:17 
I haven't uploaded it anywhere else mostly because I haven't been bothered. I'm going to upload another version, well, the same version, but selecting a cover image. That might trigger it.
kreaturen 13. juli 2013 kl. 6:03 
Ah, didn't think of that, but it didn't work either I'm afraid. You never considered uploading it to civfanatics or something as an alternative? It is strange because Steam updated another mod just fine just before this one...