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  1. #1

    Default turn length "broken"

    Hi,
    Let me start by saying that your board has been an excellent resource when fixing various issues with the game (of which there are plenty, as you well know).


    You see, my problem is with the turn length. When I first installed M2TW, I thought the developers were kidding when they set one turn to equal two years in game. Seeing how even one year always seemed ridiculous to me (in MTW, that is) I promptly changed one turn to half a year. The game's still wacky that way, movement-wise, since it takes an army several years to relocate from, for example northern France to southern Germany, but I've more or less learned to live with that.


    I recently completed my first grand campaign, but of course I'm playing on, if only to see the later techs and units. Now having around 50 provinces and wars on several fronts makes one turn take me at least several, sometimes over 15 or 20 minutes. Thus, out of boredom, I started checking out the date more often.

    And guess what? It seems BROKEN. At first I thought this was my mistake, but then I saved the game every turn just to make sure. So imagine this: one turn it's summer 1215. The next turn is winter 1216. And now it gets really weird: the next two turns are summer 1216 and winter 1216 (sic!) again!


    Can any of you make heads or tails of this? I've installed Kingdoms and patch 1.3 while playing this campaign (had 1.2 before), no mods, the only thing that I changed was the turn length in one of those .txt files or another. I've even checked it now to make sure that my patching hadn't changed it, but it still says "timescale 0.50", like it did before.




    Sorry for making this so long, so here's the gist of it:

    After changing timescale to 0.50 yrs, the turns seem to have a random length, ranging from sometimes one turn taking one year, to one year taking three turns.

  2. #2
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    Default Re: turn length "broken"

    I will have a look at my recent game if I can notice something like that. Although I must say that I haven't noticed anything like that before (haven't been looking either I must admit).










  3. #3

    Default Re: turn length "broken"

    Thanks for looking into it.

  4. #4

    Default Re: turn length "broken"

    In a 2 turn per year campaign the year should only change once every 2 turns. so you would have a 1216 summer, then 1216 winter, then 1217 summer etcetc (or maybe its winter then summer, i dont know, i have not installed 6.0 yet so dont know the starting season)

    As to why you had 3 seasons in one year, thats beyond me... Try keeping track of a 5 year period (or 10) and see if you get multiple years with 3 seasons.
    ...longbows, in skilled hands, could reach further than trebuchets...

  5. #5

    Default Re: turn length "broken"

    That has only happened to me when I put in an add turn per year, like .75

  6. #6

    Default Re: turn length "broken"

    Tsarsies:

    Yeah, this doesn't make sense. Was away over the weekend, but I'll probably continue testing how my date changes tomorrow. So far, I kind of noticed there was something off here, then I kept track of the date for 4 turns, and the date was once 1215 and thrice 1216.

    All in all that's probably not that big a deal, but it would be nice to figure out its causes anyway.

    SSJPabs:

    That's the reason why I double-checked my descr.campaign (or what its name was) file, to make sure I changed it to 0.5 yrs per turn.



    Regardless, timescale 0.5 turned out a double-edged sword. I used it to make the game a bit more believable (regarding the movement rate), but now I have this bug that's weirding me out. Not to mention that I'm itching to try out some gunpowder units which will now obviously take much longer to show up (what's the date when gunpowder units are introduced, anyway?).

  7. #7

    Default Re: turn length "broken"

    Quote Originally Posted by assimilateur View Post
    SSJPabs:

    That's the reason why I double-checked my descr.campaign (or what its name was) file, to make sure I changed it to 0.5 yrs per turn.

    Regardless, timescale 0.5 turned out a double-edged sword. I used it to make the game a bit more believable (regarding the movement rate), but now I have this bug that's weirding me out. Not to mention that I'm itching to try out some gunpowder units which will now obviously take much longer to show up (what's the date when gunpowder units are introduced, anyway?).
    Hmm are you sure you started the game with that timescale? You can't change in mid-play, it only works for new games...

    Gunpowder depends on what version you are playing. In 1.2 it shows up around 1235, in Retrofit about 1290 and you can change it. For instance in my personal mod it shows up between 1330-1350. I believe dscr_events is the file that lists when the various events like "gunpowder discovered" happen.

  8. #8

    Default Re: turn length "broken"

    I'm absolutely positive that I started with a timescale of 0.50. Besides, if I hadn't why would I have more turns per year, instead of less? I mean, the standard timescale is 2 yrs per turn, right? And even if it was 1 year, that would still not explain the problem I'm having here.


    That being said, it's probably not that big a deal. Especially, since I don't have the time to play M2TW now anyway. Thanks for trying to help me all the same.

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