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

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).

# 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),
## ]),

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).
(store_div, ":num_days", ":num_hours", 24),
(store_add, ":cur_day", ":num_days", 23),
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 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).