Results 1 to 19 of 19

Thread: The Timescale Issue. Anyone got a Definate answer?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Inquisitor Member Quickening's Avatar
    Join Date
    Sep 2006
    Location
    Scotland
    Posts
    635

    Default Re: The Timescale Issue. Anyone got a Definate answer?

    Quote Originally Posted by Hashashiyyin
    DO NOT TURN THE TIMESCALE TO 0.05!!!!

    that would equal 20 turns to one year!

    if you want 6 months to a year turn the timescale from the original "2" (as in 2 years to a turn) to 0.5 (as in half a year per turn).

    Doing this changes NOTHING else in the game, except how many turn you get. A building that takes 4 turns to complete in the normal game (i.e. 8 years) still takes 4 turns to complete in a 6 month a turn campaign (i.e. 2 years). If you want to buildings to still have their same build time, you will have to mod all the build times to be 4x longer then they normally are.
    Okay thanks. That is good to hear. Yeah I meant 0.5

    Building times are fine. A Small Chapel still takes 1 turn which is what I want. Six months is a perfectly reasonable time for such a construction and it makes the movement across the campaign map better as well in my opinion.
    Harbour you unclean thoughts

    Add me to X-Fire: quickening666

  2. #2
    Understanding in a Car Crash Member RZST's Avatar
    Join Date
    Dec 2002
    Location
    Los Angeles
    Posts
    485

    Default Re: The Timescale Issue. Anyone got a Definate answer?

    thing with the .5 scale is that making buildings/armies doesnt scale to it. everything else is the same which is good/bad however you view it. for me id want the buildings/armies to scale to the .5 scale. makes sense for me.

    oh and you get twice the cash per year instead of once =P

    Taking on seven years that the holy ghost had left alone
    test my arms, kick like crazy, Ive been trying way too long.
    only if he could push his way off and fight you
    Im sorry, Im sorry, Im not sure
    Getting this off my chest, the story ends.

  3. #3
    Inquisitor Member Quickening's Avatar
    Join Date
    Sep 2006
    Location
    Scotland
    Posts
    635

    Default Re: The Timescale Issue. Anyone got a Definate answer?

    Quote Originally Posted by ŞaoŞin
    thing with the .5 scale is that making buildings/armies doesnt scale to it. everything else is the same which is good/bad however you view it. for me id want the buildings/armies to scale to the .5 scale. makes sense for me.

    oh and you get twice the cash per year instead of once =P
    So... it totally imbalances the game basically.
    Harbour you unclean thoughts

    Add me to X-Fire: quickening666

  4. #4
    Ricardus Insanusaum Member Bob the Insane's Avatar
    Join Date
    Sep 2002
    Location
    London, UK
    Posts
    1,911

    Default Re: The Timescale Issue. Anyone got a Definate answer?

    Quote Originally Posted by Quickening
    So... it totally imbalances the game basically.
    Not really, you have more cash available but so do the AI factions. The AI factions use this to build even more troops (as it can't build up the provinces any faster than iit already does) so you have to as well and thus the excess cash gets burned up with the nice side effect that there larger armies wondering around.

    Altering the build time for buildings is optional (as is all modding of course) and I am still trying to work out the over all effect of that. But one thing that really helps setting the timescale to 0.5 is lowering the farming output of provinces (as in Wonderlands SloMod) because, as I said before, the only thing that really gets out of hand is the population growth. The changes to squalor means that you can still control your huge cities with reasonable garrisons and keeping an eye on religion. But you end up spending a lot of time and effort upgrading the settlements rather than constructing buildings within the settlements...
    Last edited by Bob the Insane; 12-13-2006 at 19:27.

  5. #5
    Relentless Bughunter Senior Member FactionHeir's Avatar
    Join Date
    Dec 2006
    Location
    London, UK
    Posts
    8,115

    Default Re: The Timescale Issue. Anyone got a Definate answer?

    Turn based events (building, training, income, expenditure, missions) will go at the turn based rate while historical events (inventions, invasions, innovations, news) will occur at the dates set for them in the decr_events file.

    Contrary to a poster's reply above, I even got the mongols to show up under 1.0 timescale before modding the game, so they should show up just fine.

    If you get bored of ending turns endlessly and never getting to gunpowder age / mongol invasion /new world, do check out my sig ;)
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  6. #6
    Forum Lurker Member Sir Moody's Avatar
    Join Date
    Jan 2003
    Location
    United kingdom
    Posts
    1,630

    Default Re: The Timescale Issue. Anyone got a Definate answer?

    while it wont break events it will break the named ancillaries - all named ancillaries have a check that makes sure they appear during the right years - this si done with a If turn is > 20 and less than < 50 kinda thing - because under time scale 0.5 you will have 4 times as many turns meaning you will be getting named ancillaries from the early renaissance 4 times too early

    to fix this you need to open the ancillaries_desc.txt and multiply the named guys turn restrictions by 4

    it aint game breaking but it sure is annoying

  7. #7

    Default Re: The Timescale Issue. Anyone got a Definate answer?

    Ive altered the timescale myself to 0.5 and the only thing ive noticed is you get the blackdeath at the odd random settelment before you get the main event for the black death coming into the game (were you get it at loads of settelments). I cant remember if thats normal though from the other campaigns ive played, theres another more annoying one though which might be normal or time scale related. Since 1280 (i only noticed then) the venetians have been able to make a ship from the 16th century a galliouse (thats what it says on the unitcard). Its very annoying i cant go onto the sea because all i can build is gunholks. Again i dont know if this is actually a time scale issue or the venetians would actually get access to this ship anyway. As in my campaign now the worlds equally split between me and the venetians so things like that are way more noticeable.

  8. #8

    Default Re: The Timescale Issue. Anyone got a Definate answer?

    I've just played through a full campaign on 1.00.

    All the events happened as they should (Mongols, Timurids, Black Death, World is round etc), bang on time. Events still happened after I had taken 45 provinces and continued past the "end" of the game.

    It still felt a bit too long, but then I found the vanilla timescale ridiculously short. Even if you're not playing like a complete turtle, you still want to be able to pause for breath every now and then. Taking 45 Provinces as Denmark in 225 turns means roughly every 5 turns you need to conquer somewhere, and that pace of expansion really means a lot gets stifled and missed out in the rush to churn out more and more troops.

  9. #9
    BLEEEE! Senior Member Daveybaby's Avatar
    Join Date
    Oct 2002
    Location
    Hastings, UK
    Posts
    767

    Default Re: The Timescale Issue. Anyone got a Definate answer?

    Quote Originally Posted by zulukiller
    Ive altered the timescale myself to 0.5 and the only thing ive noticed is you get the blackdeath at the odd random settelment before you get the main event for the black death coming into the game (were you get it at loads of settelments). I cant remember if thats normal though from the other campaigns ive played
    Yes, thats normal. Plague can happen in any city at any time, the black death is a scripted event occuring at a predetermined time and affecting all cities.

    As for the ships thing, thats just an interesting side effect, in that youre delaying the discovery of gunpowder till 4 times as many turns, and you arent getting a similar delay on the rest of your tech progression. This sort of thing is inevitable, so you will just have to live with the odd side effect - unless you want to mod the game to be totally consistent and reduce movement speeds, income, pop growth, and build rates (for buildings, and units) by a factor of 4.

    I will say that i think anyone who loses sleep over whether their characters are ageing at the correct rate needs to step back a little and get a sense of perspective. Its a GAME, not a historical simulation.

  10. #10
    Inquisitor Member Quickening's Avatar
    Join Date
    Sep 2006
    Location
    Scotland
    Posts
    635

    Default Re: The Timescale Issue. Anyone got a Definate answer?

    Quote Originally Posted by Daveybaby

    I will say that i think anyone who loses sleep over whether their characters are ageing at the correct rate needs to step back a little and get a sense of perspective. Its a GAME, not a historical simulation.
    It's immersion breaking. It's like swordmen taking blue plastic swords out to fight or something.
    Also it makes a nonsence of any blogs you try to write since your characters are nearly 200 years old.
    Harbour you unclean thoughts

    Add me to X-Fire: quickening666

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO