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  • Can i place a image as a map and then code a grid over the top of it?

    - by kraze
    what i'm trying to do is make a huge map, best way i found is just make a big map and save it as a image... can i code a grid over the top so i can implement tile based movement for my character? afterwards place collision tiles so they can't move to certain spots. btw this is in visual studio 2010 using XNA Anyone able to explain the process of how i would do this and if its even viable? thanks for your help

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  • Frame rate on one of two machines running same code seems to be capped at 60 for no reason

    - by dennmat
    ISSUE I recently moved a project from my laptop to my desktop(machine info below). On my laptop the exact same code displays the fps(and ms/f) correctly. On my desktop it does not. What I mean by this is on the laptop it will display 300 fps(for example) where on my desktop it will show only up to 60. If I add 100 objects to the game on the laptop I'll see my frame rate drop accordingly; the same test on the desktop results in no change and the frames stay at 60. It takes a lot(~300) entities before I'll see a frame drop on the desktop, then it will descend. It seems as though its "theoretical" frames would be 400 or 500 but will never actually get to that and only do 60 until there's too much to handle at 60. This 60 frame cap is coming from no where. I'm not doing any frame limiting myself. It seems like something external is limiting my loop iterations on the desktop, but for the last couple days I've been scratching my head trying to figure out how to debug this. SETUPS Desktop: Visual Studio Express 2012 Windows 7 Ultimate 64-bit Laptop: Visual Studio Express 2010 Windows 7 Ultimate 64-bit The libraries(allegro, box2d) are the same versions on both setups. CODE Main Loop: while(!abort) { frameTime = al_get_time(); if (frameTime - lastTime >= 1.0) { lastFps = fps/(frameTime - lastTime); lastTime = frameTime; avgMspf = cumMspf/fps; cumMspf = 0.0; fps = 0; } /** DRAWING/UPDATE CODE **/ fps++; cumMspf += al_get_time() - frameTime; } Note: There is no blocking code in the loop at any point. Where I'm at My understanding of al_get_time() is that it can return different resolutions depending on the system. However the resolution is never worse than seconds, and the double is represented as [seconds].[finer-resolution] and seeing as I'm only checking for a whole second al_get_time() shouldn't be responsible. My project settings and compiler options are the same. And I promise its the same code on both machines. My googling really didn't help me much, and although technically it's not that big of a deal. I'd really like to figure this out or perhaps have it explained, whichever comes first. Even just an idea of how to go about figuring out possible causes, because I'm out of ideas. Any help at all is greatly appreciated.

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  • How can I read from multiple textures in an OpenGL ES 2 shader?

    - by Peyman Tahghighi
    How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. This is how I'm currently dealing with the texture for my car: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, this->texture2DObj); glUniform1i(1, 0); glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer); glEnableVertexAttribArray(0); int offset = 0; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, this->vertexBufferSize,(const void *)offset); offset += 3 * sizeof(GLfloat); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, this->vertexBufferSize, (const void*)offset); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer); glDrawElements(GL_TRIANGLES, this->indexBufferSize, GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1);

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  • Space Invaders-type game: Keeping the enemies aligned with each other as they turn around?

    - by CorundumGames
    OK, so here's the lowdown of the problem I'm trying to solve. I'm developing a game in PyGame that's a cross between Space Invaders and Columns. I'm trying to make the motion of the enemies similar to that of the aliens in Space Invaders; that is, they're all clustered in a grid, and if even one hits the side of the screen, the entire formation moves down and turns around. However, the motion of these aliens is continuous (as continuous as a monitor can be, anyway), not on a discrete grid like in the original. The enemies are instances of an Enemy class, and in turn they're held by a 2D array in a enemysquadron module (which, if you don't use Python, is in this case essentially a singleton due to the way Python modules work). Inside the Enemy class I have a class-scope velocity vector that is reversed every time an Enemy object touches the edge of the screen. This won't do, though, because as time goes on the enemies just become disorganized and jumbled (i.e. not in a grid as planned). I haven't implemented the Enemies going downward yet, so let's not worry about that right now. Any tips?

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  • How does Against The Wall create an infinite wall?

    - by Zolani13
    There is a game called Against The Wall, developed by Michael P. Consoli. It's a fantastic game, as I've always been stumped at how the game creates an infinitely spanning wall. In the game, you can fall forever, and the wall will keep spanning. I can fall as long as I like, and still be able to climb back to where I was before. The game is developed in Unity. How can a game do this without crashing, or creating some kind of memory overload?

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  • I need advice on creating animal 3D walk cycles in XNA

    - by Zetar
    I want to purchase a number of 3D models from TurboSquid and animate them in an XNA game. I wrote a lot of games from 1985-1999 and have recently become involved with XNA. Now I would like to port one of my old games to the XBOX. I do have a background in 3D animation; but that was years ago. What is the current method for animating a walk cycle with a 3D model and using it inside XNA? Is there a book, software or a tutorial that you can recommend? Thanks in advance and sorry for such a broad and currently naive question.

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  • XNA - 3D AABB collision detection and response

    - by fastinvsqrt
    I've been fiddling around with 3D AABB collision in my voxel engine for the last couple of days, and every method I've come up with thus far has been almost correct, but each one never quite worked exactly the way I hoped it would. Currently what I do is get two bounding boxes for my entity, one modified by the X translation component and the other by the Z component, and check if each collides with any of the surrounding chunks (chunks have their own octrees that are populated only with blocks that support collision). If there is a collision, then I cast out rays into that chunk to get the shortest collision distance, and set the translation component to that distance if the component is greater than the distance. The problem is that sometimes collisions aren't even registered. Here's a video on YouTube that I created showing what I mean. I suspect the problem may be with the rays that I cast to get the collision distance not being where I think they are, but I'm not entirely sure what would be wrong with them if they are indeed the problem. Here is my code for collision detection and response in the X direction (the Z direction is basically the same): // create the XZ offset vector Vector3 offsXZ = new Vector3( ( _translation.X > 0.0f ) ? SizeX / 2.0f : ( _translation.X < 0.0f ) ? -SizeX / 2.0f : 0.0f, 0.0f, ( _translation.Z > 0.0f ) ? SizeZ / 2.0f : ( _translation.Z < 0.0f ) ? -SizeZ / 2.0f : 0.0f ); // X physics BoundingBox boxx = GetBounds( _translation.X, 0.0f, 0.0f ); if ( _translation.X > 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Right, offsXZ ) - 0.0001f; if ( dist < _translation.X ) { _translation.X = dist; } } } } else if ( _translation.X < 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Left, offsXZ ) - 0.0001f; if ( dist < -_translation.X ) { _translation.X = -dist; } } } } And here is my implementation for GetShortestCollisionDistance: private float GetShortestCollisionDistance( Chunk chunk, Vector3 rayDir, Vector3 offs ) { int startY = (int)( -SizeY / 2.0f ); int endY = (int)( SizeY / 2.0f ); int incY = (int)Cube.Size; float dist = Chunk.Size; for ( int y = startY; y <= endY; y += incY ) { // Position is the center of the entity's bounding box Ray ray = new Ray( new Vector3( Position.X + offs.X, Position.Y + offs.Y + y, Position.Z + offs.Z ), rayDir ); // Chunk.GetIntersections(Ray) returns Dictionary<Block, float?> foreach ( var pair in chunk.GetIntersections( ray ) ) { if ( pair.Value.HasValue && pair.Value.Value < dist ) { dist = pair.Value.Value; } } } return dist; } I realize some of this code can be consolidated to help with speed, but my main concern right now is to get this bit of physics programming to actually work.

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  • Reflection velocity

    - by MindSeeker
    I'm trying to get a moving circular object to bounce (elastically) off of an immovable circular object. Am I doing this right? (The results look right, but I hate to trust that alone, and I can't find a tutorial that tackles this problem and includes the nitty gritty math/code to verify what I'm doing). If it is right, is there a better/faster/more elegant way to do this? Note that the object (this) is the moving circle, and the EntPointer object is the immovable circle. //take vector separating the two centers <x, y>, and then get unit vector of the result: MathVector2d unitnormal = MathVector2d(this -> Retxpos() - EntPointer -> Retxpos(), this -> Retypos() - EntPointer -> Retypos()).UnitVector(); //take tangent <-y, x> of the unitnormal: MathVector2d unittangent = MathVector2d(-unitnormal.ycomp, unitnormal.xcomp); MathVector2d V1 = MathVector2d(this -> Retxvel(), this -> Retyvel()); //Calculate the normal and tangent vector lengths of the velocity: (the normal changes, the tangent stays the same) double LengthNormal = DotProduct(unitnormal, V1); double LengthTangent = DotProduct(unittangent, V1); MathVector2d VelVecNewNormal = unitnormal.ScalarMultiplication(-LengthNormal); //the negative of what it was before MathVector2d VelVecNewTangent = unittangent.ScalarMultiplication(LengthTangent); //this stays the same MathVector2d NewVel = VectorAddition(VelVecNewNormal, VelVecNewTangent); //combine them xvel = NewVel.xcomp; //and then apply them yvel = NewVel.ycomp; Note also that this question is just about velocity, the position code is handled elsewhere (in other words, assume that this code is implemented at the exact moment that the circles begin to overlap). Thanks in advance for your help and time!

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  • Libraries for game developement in c++? [on hold]

    - by LPeter1997
    It's time for me to start developing games in c++ (I have experience in game developement with xna and java). What libraries do you recommend? I tried Allegro, but the installation is pretty headcrushing already. Could you share me your experiences with the library(ies) you use? (maybe even advantages and disadvantages) By the way it's a good point if it can be easily connected to CodeBlocks or Dev-C++. Thanks for the answers!

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  • How to decompose a rectangular shape in a Voronoi diagram, only generating convex shapes?

    - by DevilWithin
    I think this is a very straighforward question, lets say i have a building in 2D, a rectangle shape. Now i want to decompose that area in a lot of convex shapes, as seen in a voronoi diagram, or closely like it, just so I can add those shapes to the physics engine, and have a realistic destruction. Bonus: Possible suggestions on how to make the effect more dynamic and interesting. Please keep in mind we re talking about realtime calculations..

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  • How to use a mask texture with Kobold2D

    - by alex
    I am an iOS developer but I'm new to cocos2d. I'm working on new game, I use Kobold2D, have cocos2d installed too, and I want to make this effect: I know how is done with Flash, but can't make it with Kobold2D. There's 2 images with the same size: one is a low-res image for the background and the second is a hi-res over the first one. When the "reticle" mask moves, it reveals the second image inside the circle and the background is visible outside only. I googled with no success, saw some Ray Wenderlich projects they weren't helpful.

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  • How to make game menu Java

    - by Deathsbreed
    I've been searching all over for how to make a game menu, but I haven't found anything useful. I have a very simple Pong like game (source-code here), and I want to add a main menu to it. This wouldn't be too much of a problem if I was making a standalone with JFrame instead of an Applet, but I want this to be available on the web (not downloaded). I might have been able to do some of it myself, except for the fact that it would mean having a very heavy main class (in this case the GNP.java file). So I was thinking, is there a way to basically have a Java Applet and have it use a JFrame and how? and if not, what could I do? Thanks!

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  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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  • jquery ondrag map load only what has not been viewed

    - by David
    When a person mouse down, moves the mouse, and mouses up the system gets the different in the mouse down coord and the mouse up coords and loads in the new map items. However, the problem is it loads them every time so I want a way to track what has been loaded without too much work on checking or storing checks. Most promising. Came up with while typing this. Section the screen into 250x250 sectors and check if that sector has been loaded. Keep track of each corner of the screen and see if there is an area of those that have not loaded. Keep a record of the corners of the screen. When mouse up coords are greater then load the different. Problem is if they are at coord 10,000 then it will load from -10k to 10k positive and that is a lot of items to load. Check every item on the page to see if it is loaded. If I do this I might as well reload the whole page. If anyone has some suggestions; feel free to pass them on.

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  • Translating an object along its heading

    - by Kuros
    I am working on a simulation that requires me to have several objects moving around in 3D space (text output of their current position on the grid and heading is fine, I do not need graphics), and I am having some trouble getting objects to move along their relative headings. I have a basic understanding of vectors and matrices. I am using a vector to represent their position, and I am also using Euler Angles. I can translate one of my entities with a matrix along whatever axis, and I can alter their heading. For example, if I have an entity at (order is XYZ) 1, 1, 1, with a heading of 0, I can apply a translation matrix to get them to talk to 1, 1, 2 fine. However, if I change their heading to 270, they still walk to 1, 1, 3, instead of 2, 1, 2 as I desire. I have a feeling that my problem lies in not translating my matrix from world space to object space, but I am not sure how to go about that. How can I do this? Addition: I am using 3D vectors to represent their current position and their heading (using the three euler angles). For now, all I want to do is have an entity walk in a square, reporting their current position at each step. So, assuming it starts at 10, 10, 10 I want it to walk as follows: 10,10,10 -> 10, 10, 15 10, 10, 15 -> 5, 10, 15 5, 10, 15 -> 5, 10, 10 5, 10, 10 -> 10, 10, 10 My 1 Z unit translation matrix is as follows: [1 0 0 0] [0 1 0 0] [0 0 1 1] [0 0 0 1] My rotation matrix is as follows: [0 0 1 0] [0 1 0 0] [-1 0 0 0] [0 0 0 1]

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  • Input prediction and server re-simultaion

    - by Lope
    I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the server and steps back in time to check if what should have happened at the time of that input and it resimulates the world again. So far everything's clear. All articles took shooting as an example, because it is easy to explain and it is pretty straightforward, but I believe movement is more complicated. Imagine following situation: 2 players move towards each other. A------<------B Player A stops halfway towards the collision point, but there is lag spike so the command does not arrive on the server for a second or so. Current state of the world on the server (and on the other clients as well) at the time when input arrives is this: [1]: -------AB------- The command arrives and we go back in time and re-simulate the world, the result is this: [2]: ---AB----------- Player A sees situation [2] which is correct, but the player is suddenly teleported from the position in [1] (center) to the position in [2]. Is this how this is supposed to work? Point of the client prediction is to give lagged player feeling that everything is smooth, not to ruin experience for other players. Alternative is to discard timestamp on the player's input and handle it when it arrives on the server without going back in time. This, however, creates even more severe problems for lagged player (even if he is lagging just a bit)

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  • I need beginner help on loading an image (2D). I have an error

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load("Cracked"); player1.playerBlock = Content.Load("square"); player2.playerBlock = Content.Load("square2"); }

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  • Android Array Lag?

    - by Mike
    I am making a platform game for Android. It is sort of a tile based game. I added bullets and enemies with AI and a bunch of tile types. I created a simple map with no Enemies. Everything was running well and smooth until I shot a bunch of bullets randomly everywhere. A couple of hundreds of bullets later, the FPS lowered. I made a test to find out if the bullets were the problem so I made another simple map with just a tile to stand on and left it for a while. Minutes later, I played around with it a bit to check if the FPS changed and it didnt. I reloaded the same map and shot a lot of bullets. Minutes later, the FPS was visibly lower even after the number of bullets were zero. Points to note: Programmed FPS is 30 Tested on a Samsung Galaxy Y and Samsung Galaxy W Any tile, enemy, bullet that is off screen is not drawn to prevent lag Bullets collide with Tiles (if they dont collide with in 450 frames, they are removed from the array) I used List bullets = new ListArray(); I used bullets.add(new Bullet(x, y, params...)); I used for(...){ if(...){ bullets.remove(i); } } Code for bullet: private void drawBullets(Canvas canvas) { for (int i = 0; i < bullets.size(); i++) { Bullet b = bullets.get(i); b.update(canvas); //updates physics if (b.t > blm) { //if the bullet is past its expiry bullets.remove(i); i--; } else { if (svx((b.x)) > 0 && svx(b.x) < width && svy((b.y)) > 0 && svy(b.y) < height) { // if bullet is not off screen b.draw(canvas); // draw the bullet } } } } I tried searching for solutions and references but I have no luck. I'm guessing that the lag has something to do with the Array and the Bullets or Classes that I've loaded? I'm not sure! Someone please help! Thanks in advance! :)

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  • Enabling and Disabling Colliders Unity

    - by Blue
    I'm trying to make the collider appear every 1 second. But I can't get the code write. I tried enabling the collider under a boolean and putting a yield to make it every second or so. But it's not working(gives me an error: Update() can not be a coroutine.). How would I fix this? Would I need a timer system and set the collider to be enabled every 'x' seconds and disabled every 'y' seconds? var waitTime : float = 1; var trigger : boolean = false; function Update () { if(!trigger){ collider.enabled = false; yield WaitForSeconds(waitTime); } if(trigger){ collider.enabled = true; yield WaitForSeconds(waitTime); } } }

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  • 3D array in a 2D array

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages.

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  • OpenGL ES 2.0. Sprite Sheet Animation

    - by Project Dumbo Dev
    I've found a bunch of tutorials on how to make this work on Open GL 1 & 1.1 but I can't find it for 2.0. I would work it out by loading the texture and use a matrix on the vertex shader to move through the sprite sheet. I'm looking for the most efficient way to do it. I've read that when you do the thing I'm proposing you are constantly changing the VBO's and that that is not good. Edit: Been doing some research myself. Came upon this two Updating Texture and referring to the one before PBO's. I can't use PBO's since i'm using ES version of OpenGL so I suppose the best way is to make FBO's but, what I still don't get, is if I should create a Sprite atlas/batch and make a FBO/loadtexture for each frame of if I should load every frame into the buffer and change just de texture directions.

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  • Cocos-2D asteroids style movement (iOS)

    - by bwheeler96
    So I have a CCSprite subclass, well call this Spaceship. Spaceship needs to move on a loop, until I say othersise by calling a method. The method should look something like - (void)moveForeverAtVelocity { // method logic } The class Spaceship has two relevant iVars, resetPosition and targetPosition, the target is where we are headed, the reset is where we set to when we've hit our target. If they are both off-screen this creates a permanent looping effect. So for the logic, I have tried several things, such as CCMoveTo *move = [CCMoveTo actionWithDuration:2 position:ccp(100, 100)]; CCCallBlockN *repeat = [CCCallBlockN actionWithBlock: ^(CCNode *node) { [self moveForeverAtVelocity]; }]; [self runAction:[CCSequence actions: move, repeat, nil]]; self.position = self.resetPosition; recursively calling the moveForeverAtVelocity method. This is psuedo-code, so its not perfect. I have hard-coded some of the values for the sake of simplicity. Enough garble: The problem I am having, how can I make a method that loops forever, but can be called and reset at will. I'm running into issues with creating multiple instances of this method. If you can offer any assistance with creating this effect, that would be appreciated.

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  • Civilization 4: time in own scenario runs up too quickly.

    - by oKtosiTe
    In Civilization 4 (Beyond the Sword) I started making a scenario that focuses on the colonization of North America. For added realism, I set the StartYear=1780. Everytime I run the scenario, the time runs up far too quickly–probably because I set Era=ERA_ANCIENT and GameTurn=0–so that after just twenty turns the clock nears present day. I'm not really sure how to go fix this, other than by playing an actual marathon game from the start up to the year 1780 and copy over the values. Is there any way to calculate/know the right values for my scenario?

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