Modding increased game speed option to multiplayer?

As the title says.  I'm a bit flustered that the +speed in-game option only works in single-player.  Sins just happens to slow for me, even with all the settings maxed (yes, fastest).  You can't increase the battle speed for some reason, but that's an entirely different rant.

 

Is there any way to mod the game speed multipliers in multiplayer?

 

Thanks in advance.

8,737 views 4 replies
Reply #1 Top

Well, the reason you can't do that in multiplayer is because you all have to be playing at the same speed obviously. You can't be playing at 4x speed while another guy is playing at 1x. You'd get a desync immediately.

That said, you can mod the speed of income, build rate, research rate, ship speed etc. based on the multipliers used in the game options. For example, one of the minimods in my Enhanced 4X mod is called "deathmatch" and greatly increases all of these settings, so your homeworlds alone start out producing something like 40-50 credits. If you make a mod to do that it will work as long as everyone you're playing multiplayer with also has that mod.

Reply #2 Top

Does deathmatch also increase the battle speed?  Which I find to be unbelievably slow, especially at the start.

 

Thanks for your help by the way, I can see why you have so much karma.

 

Edit:  Testing out your mod now.  Thanks again.

Reply #3 Top

I've tried your mod, and I really like it so far, I just have a few questions.

 

Why do random Capital Ships (that I can control) just start showing up at my Homeworld later in the game?

 

Also, is the mod balanced for the "competitive play" random maps, or should I just use the default type?

 

Thanks in advance.

Reply #4 Top

Quoting Wingflier, reply 3
Why do random Capital Ships (that I can control) just start showing up at my Homeworld later in the game?
End of Wingflier's quote

Those are the hero units. They are spawned by a structure from your homeworld. I have to have them on autocast for the AI to use them, though if you're playing the Rebellion version the next patch that I'll be releasing soon will tweak them a little bit.

Quoting Wingflier, reply 3
Also, is the mod balanced for the "competitive play" random maps, or should I just use the default type?
End of Wingflier's quote

Okay I guess you are playing Rebellion. The competitive maps should work with the set resource extractors and militia, even on the new planets. They're are a couple of things the mod spawns called "Random Encounters" that may still be active on those maps that probably aren't wanted in competitive play, but that should be corrected in the next patch.

Quoting Wingflier, reply 3
I've tried your mod, and I really like it so far, I just have a few questions.
End of Wingflier's quote

 Also for future reference, please post in the mod thread or on moddb for future questions, just to make sure I see them.