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  #231  
Old December 18th, 2008, 11:48 AM
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Default Re: Chronicles - Inspired by Baalz, engineered by Lokean - Pre-game discussion

You'd have to check with one of the more technically proficient Dom3 players, but I believe there's command line switches that reduce the rendering for battles, which might make it tolerable...

EDIT

Yeah, try starting it with -xxx as a switch. It makes the game hideously ugly, but it speeds up battles. Other switches that might speed up battles are:

--nolightfx
--partamount 1
--renderpath 0

But I'm not sure if they're included in the general graphics quality switch.

Last edited by Lokean; December 18th, 2008 at 12:00 PM..
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  #232  
Old December 18th, 2008, 01:55 PM
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Default Re: Chronicles - Inspired by Baalz, engineered by Lokean - Pre-game discussion

The most important one is probably --nograss, and you can press the number keys during battle to set the amount of battle background detail (lower is less). If all else fails, use "w" for background off.
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  #233  
Old December 18th, 2008, 05:04 PM

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Default Re: Chronicles - Inspired by Baalz, engineered by Lokean - Pre-game discussion

So, the wiki says we are using cumulative VPs? When we were discussing them earlier for some reason I thought we were talking normal vps. How many points would it be to victory then?
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  #234  
Old December 18th, 2008, 05:05 PM
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Default Re: Chronicles - Inspired by Baalz, engineered by Lokean - Pre-game discussion

Wouldn't late game battles benefit most from reducing the particle count and the render path?
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  #235  
Old December 18th, 2008, 05:11 PM
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Default Re: Chronicles - Inspired by Baalz, engineered by Lokean - Pre-game discussion

Quote:
Originally Posted by quantum_mechani View Post
So, the wiki says we are using cumulative VPs?
No, sorry to have confused you. Victory is by accumulating victory points, but victory points are not cumulative. You need to be sitting on 16 victory points worth of provinces in midsummer in order to win. I'll go clarify that, shall I?
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  #236  
Old December 18th, 2008, 05:46 PM
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Default Re: Chronicles - Inspired by Baalz, engineered by Lokean - Pre-game discussion

For those still generating their god and trying to get the epithets (titles)right then Ive posted a tip on using a macro program. (in WinXP)
http://forum.shrapnelgames.com/showthread.php?t=41656
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  #237  
Old December 18th, 2008, 05:53 PM
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Default Re: Chronicles - Inspired by Baalz, engineered by Lokean - Pre-game discussion

If somebody depends on specific pretender titles for the story, I could just give them out, too, though, before you waste too much time on this. Don't get too creative though. :P
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  #238  
Old December 18th, 2008, 10:51 PM
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Default Re: Chronicles - Inspired by Baalz, engineered by Lokean - Pre-game discussion

Quote:
Originally Posted by lch View Post
The most important one is probably --nograss, and you can press the number keys during battle to set the amount of battle background detail (lower is less). If all else fails, use "w" for background off.
Ich,
I thought the "no grass" prevented your mages from smoking dope prior to spell casting.
-SSJ
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  #239  
Old December 19th, 2008, 08:07 AM
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Default Re: Chronicles - Inspired by Baalz, engineered by Lokean - Pre-game discussion

Hey, those commands worked great! I'm in again if you still want the old Tifone with you. Thanks a lot
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  #240  
Old December 19th, 2008, 03:05 PM
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Default Re: Chronicles - Inspired by Baalz, engineered by Lokean - Pre-game discussion

I've heard nothing from Pythium in here, so I'm going to have to remove them.

I'm about to create the game, initial hosting will be 48 hours.
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