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

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  1. #1
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    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?
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  2. #2
    Forum Lurker Member Sir Moody's Avatar
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    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

  3. #3

    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.

  4. #4

    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.

  5. #5
    BLEEEE! Senior Member Daveybaby's Avatar
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    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.

  6. #6
    Inquisitor Member Quickening's Avatar
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    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

  7. #7
    Senior Member Senior Member econ21's Avatar
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    Default Re: The Timescale Issue. Anyone got a Definate answer?

    Let's not get into another argument about the "unorthodox" passage of time in M2TW. It's a big deal to some; not a problem to others. Arguing about such differences in taste is pointless.

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