[Question] Speeding up game time?

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Yup, mess around with it and test the time speed yourself, I think 10 is a bit overboard.
 
Kazzan 说:
Yup, mess around with it and test the time speed yourself, I think 10 is a bit overboard.

Just tested it. Not getting what I actually wanted. It only made the walking go faster. I would like for the game time to go faster, ie a journey taking one day would be counted as two in game time (though the speed of the people are the same). I would like for the time to be more realistic. It seems impossible how you could go from one end of Swadia to the other in less than two-three days.
 
...So half the walking speed to make the same journey take twice as long? You can either decrease the speed, or increase the distance (by scaling the map up).
 
Somebody 说:
...So half the walking speed to make the same journey take twice as long? You can either decrease the speed, or increase the distance (by scaling the map up).

So there's no way to make the game time faster? I mean, it's illogical how you could capture five castles in a day.

Would shortening the hours (in module_scripts.py) help in making the day end faster?
 
There is a script that set map speed multiplier for all party on the map, but it is not used currently.
# Note to modders: Uncomment these if you'd like to use the following.
 
##  #script_game_check_party_sees_party
##  # This script is called from the game engine when a party is inside the range of another party
##  # INPUT: arg1 = party_no_seer, arg2 = party_no_seen
##  # OUTPUT: trigger_result = true or false (1 = true, 0 = false)
##  ("game_check_party_sees_party",
##  [
##    (store_script_param, ":party_no_seer", 1),
##    (store_script_param, ":party_no_seen", 2),
##    (set_trigger_result, 1),
##    ]),
##
##  #script_game_get_party_speed_multiplier
##  # This script is called from the game engine when a skill's modifiers are needed
##  # INPUT: arg1 = party_no
##  # OUTPUT: trigger_result = multiplier (scaled by 100, meaning that giving 100 as the trigger result does not change the party speed)
##  ("game_get_party_speed_multiplier",
##  [
##    (store_script_param, ":party_no", 1),
##    (set_trigger_result, 100),
##    ]),
 
SPD_Phoenix 说:
There is a script that set map speed multiplier for all party on the map, but it is not used currently.
# Note to modders: Uncomment these if you'd like to use the following.
 
##  #script_game_check_party_sees_party
##  # This script is called from the game engine when a party is inside the range of another party
##  # INPUT: arg1 = party_no_seer, arg2 = party_no_seen
##  # OUTPUT: trigger_result = true or false (1 = true, 0 = false)
##  ("game_check_party_sees_party",
##  [
##    (store_script_param, ":party_no_seer", 1),
##    (store_script_param, ":party_no_seen", 2),
##    (set_trigger_result, 1),
##    ]),
##
##  #script_game_get_party_speed_multiplier
##  # This script is called from the game engine when a skill's modifiers are needed
##  # INPUT: arg1 = party_no
##  # OUTPUT: trigger_result = multiplier (scaled by 100, meaning that giving 100 as the trigger result does not change the party speed)
##  ("game_get_party_speed_multiplier",
##  [
##    (store_script_param, ":party_no", 1),
##    (set_trigger_result, 100),
##    ]),

No, not the party speed. The time.
 
Speed is distance / time. 

So by altering party movement speed, you've effectively changed the perceptual distance, as it now takes a longer period of game-time to travel.  IOW, exactly what you asked for. 

Like the earlier posters pointed out... you can either change walking speed, or you can change real distances with a custom map... and those are your choices. 

For completeness's sake I'll add that you can also modify the sim rate (i.e., how fast everything everywhere happens, not just travel rates), but meh, you don't want to, it'd involve changing hundreds of lines of code.  If your sole complaint is taking 5 castles in a day, then you just need to alter how long it takes to set up ladders / siege towers and alter the movement rate (that commented-out code works).
 
xenoargh 说:
Speed is distance / time. 

So by altering party movement speed, you've effectively changed the perceptual distance, as it now takes a longer period of game-time to travel.  IOW, exactly what you asked for. 

Like the earlier posters pointed out... you can either change walking speed, or you can change real distances with a custom map... and those are your choices. 

For completeness's sake I'll add that you can also modify the sim rate (i.e., how fast everything everywhere happens, not just travel rates), but meh, you don't want to, it'd involve changing hundreds of lines of code.  If your sole complaint is taking 5 castles in a day, then you just need to alter how long it takes to set up ladders / siege towers and alter the movement rate (that commented-out code works).

That's not what I meant.

What I meant is to control how long a day lasts.
 
插入代码块:
      (store_div, ":num_days", ":num_hours", 24),
      (store_add, ":cur_day", ":num_days", 23),
Change those values so the game will display a different amount of hours per day. Keep in mind that the (hardcoded) day-night cycle and every other script assumes there are 24 hours per day. I still don't get what you have against changing the speed - it's all relative.
 
Yeah, that must be what he wants:
I would like for the game time to go faster, ie a journey taking one day would be counted as two in game time (though the speed of the people are the same).
You can do it by the change Somebody posted.  It'll look weird, though, and you'll have to use scripting to alter the sun settings and things to make it not seem really strange.  That, and it'll break stuff all over the place.  We're talking hundreds of lines of code you'll probably have to fix in the end.

I don't know why you want the speed to be "the same", though- that will mean you can still capture 5 castles in the same amount of time played, which is all that actually matters from most players' perspective. 

If you just want to make the rate at which your supplies of food or other things are depleted a lot higher (which would pretty much have the same effects, logistically) that's far easier to do.
 
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