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  1. #1
    VOP2288's Avatar Smokey the Bear
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    Default Progression of Time

    Has any mod actually made the progression of time correct for M2TW or just any of the TW in general?

    This is quite possibly one of the biggest pet peeves I have concerning any of the TW games...

    One turn is a year correct? Or in some mods (for some unknown reason to me) one turn is two years...why? It should not take an army to travel from York to Inverness something like 2 - 4 years...that's just illogical...heck it took Marco Polo only 3 1/2 years to go from Venice to Mongol controlled China by road!

    I could understand a sense of balance with both player controlled and AI army/agent movements but really? Should it take my ship from England something like 10 or even 12 years to get to Jerusalem? No.

    What happened to that mechanic in Shogun where time progressed in season? I liked that a heck of alot more than this...plus it's totally illogical to have the year 1109 be a universal "spring-like" year then have 1110 be winter all across Europe/Eurasia...
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  2. #2

    Default Re: Progression of Time

    in the desc_strat file in your \data\world\maps\campaign\imperial_campaign folder change "timescale" from whatever you have it now (vanilla is 2 years per turn) to 0.50 if you want half a year for each season. Be prepared for a 900 turn game.

  3. #3

    Default Re: Progression of Time

    Quote Originally Posted by Dogman View Post
    in the desc_strat file in your \data\world\maps\campaign\imperial_campaign folder change "timescale" from whatever you have it now (vanilla is 2 years per turn) to 0.50 if you want half a year for each season. Be prepared for a 900 turn game.

    I thought the game ended when you conquered the known world?

  4. #4

    Default Re: Progression of Time

    Quote Originally Posted by homefry View Post
    I thought the game ended when you conquered the known world?
    I've never completed a campaign before so I wouldn't know exactly. If it works that way chances are, unless you intentionally delay conquering the world, you'll fulfill the victory requirements and the game will end before you get to see the Mongols, Timurids, hell, maybe even gunpowder. While 900 turns will give you a long time to meet the victory conditions there will be a much longer time between world events.

  5. #5
    CtrlAltDe1337's Avatar Praepositus
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    Default Re: Progression of Time

    There are several mods that do this, DLV comes to mind.


  6. #6
    VOP2288's Avatar Smokey the Bear
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    Default Re: Progression of Time

    thanks for the technical stuff...that helps but it was more of a question aimed at why exactly CA decided to drop the seasons mechanic and decided to go along with a faster yet more illogical approach to the progression of time
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  7. #7

    Default Re: Progression of Time

    This is the single biggest pet peeve I have with the entire series as well.

    Honestly if Medieval 2 wasnt moddable to 2 turns per year Im not sure I would even play it (I know there is lots of unrealistic elements in the gameplay but having generals age 1 year for every 2 of game time is just more than my suspension of disbelief can handle).

    In Medieval 1 it would take you some 8 years for a general to go from London to the north tip of Britain and back. Come on...
    Some people would argue that its for gameplay purposes but I say bollocks. It should be a user option to begin with when you choose your campaign, ie: would you like a short campaign (2 years per turn) or a long campaign (2 turns per year). Of course for that matter Med 2 should have era's to choose from as well so you could play smaller chunks of history at 2 turns per year or a whole grand campaign the other way. But under no circumstance should they have made the generals aging offset to the year....

  8. #8

    Default Re: Progression of Time

    Quote Originally Posted by Xenomage View Post
    In Medieval 1 it would take you some 8 years for a general to go from London to the north tip of Britain and back.
    I kinda liked the med1 way to move around on the campaign map. By controlling the seas you were able to move to any coastal territory within 1 year. I think that is as accurate as you can get with turn based. Perhaps there should have been some distance limitations an army could travel along the sea lanes though. Working Seasonaly, King Richard I of England known as Lionheart, would have played out as follows:

    1. winter 1188
      • declares Third Crusade
    2. summer 1189
      • builds up troops
    3. winter 1189
      • builds up more troops
    4. summer 1190
      • left France
      • lands in Sicily
      • fights with Tancred
    5. winter 1191
      • leaves Sicily
      • lands on Cyprus
      • fights with Isaac Komemnos
    6. summer 1191
      • lands in Holy Land
      • fights with Saladin
    How he travelled from one place to the next is completely irrelavant. Granted in Med1, he wouldn't have had to stop at Sicily or Cyprus on the way to Acre, but thats why putting limitations on sea travel would work.

  9. #9

    Default Re: Progression of Time

    .50 years a turn is the accurate time for aging generals.

  10. #10

    Default Re: Progression of Time

    The thing is medieval 2 goes for like 450 years? so you end up with like, 900 turns, which is kind of a lot, but hey more time to conquer amirite?

  11. #11

    Default Re: Progression of Time

    Yeah. If it were a year per turn, it'd take twice as long to get gunpowder... twice the wait for mongols etc...

    Maybe the turns just got longer over the series?

  12. #12
    VOP2288's Avatar Smokey the Bear
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    Default Re: Progression of Time

    Yeah. If it were a year per turn, it'd take twice as long to get gunpowder... twice the wait for mongols etc...
    See I don't mind that though...that'll keep me playing! It doesn't appeal to me to be playing in like early medieval times at the beginning of the campaign and then by 1200 or something having like gunpowder and essentially "renaissance units"...going from 1080 to 1300 was a LONG TIME...I wanna actually feel that.
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  13. #13

    Default Re: Progression of Time

    I play on a .50 timescale (2 turns per/year) but you've got to remember that the game was originally set up and balanced at 2 years per/turn. With 2 turns per/year you can have high middle aged units in action by around 1100AD or so. To avoid this you'd need to change build times and population growth rates by the same factor you changed the timescale by.

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