"Tick" timings

General out-of-character discussion among players of Cantr II.

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EchoMan
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Postby EchoMan » Thu Jan 14, 2010 10:47 pm

Animal attacks are on every even hour at 28 or 29 minutes past, i.e. 0.28-29, 2.28-29, 4.28-29 and 6.28-29.
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joo
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Postby joo » Fri Jan 15, 2010 2:26 pm

SumBum wrote:Those are wrong times, even in Cantr, joo. The project tick now occurs at x:11 or x:12 in-game. RL time, one will be coming up at about 4:30pm CST.

EchoMan wrote:Animal attacks are on every even hour at 28 or 29 minutes past, i.e. 0.28-29, 2.28-29, 4.28-29 and 6.28-29.

Updated these values (clear/bypass cache if you aren't getting an extra row). In both cases I averaged the two minute values to estimate the actual timing.
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EchoMan
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Postby EchoMan » Fri Jan 15, 2010 4:29 pm

It says animal attacks are hourly, but they are bi-hourly at even hours.

Eating is now daily at *-0.16.
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Rob Maule
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Postby Rob Maule » Fri Jan 15, 2010 8:29 pm

Rob Maule wrote:
    Sea Travel: x.19
    Daily Eating: 5.34
    Starvation Deaths: 6.06
    Project Completions: x.29
    Sneezing: 5.29, 3.05
    Land Travel: x.23
    Animal Attacks: 0.10, ?

The new ticks are:
    Sea Travel: x.02
    Daily Eating: 0.16-17
    Starvation Deaths: 0.25
    Project Completions: x.12
    Sneezing: 0.12, 5.24
    Land Travel: x.06
    Animal Attacks: [even].28-29


If you write out a sequential list of events with those ticks, for a whole day, you'll find that the sequence is exact (project completion and sneezing can occur on the same minute, but sneezing is processed second). Also, if you note the number of Cantr minutes that pass before each event, they are almost exact, as well. Small differences crop up concerning animal attacks and daily eating, which I think is because they probably start a half-minute later or earlier than other events, plus every character and animal group needs to be run through the process.

Basically, when time gets messed up in Cantr, the sequence of events stays the same. When eating changes a certain amount, sneezing changes that same amount.

If you could find out the exact minute and second that everything occurs, you would only have to update something that happens once per day, for example eating, and then everything else would fall into its proper place.
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joo
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Postby joo » Sat Jan 16, 2010 9:49 pm

EchoMan wrote:It says animal attacks are hourly, but they are bi-hourly at even hours.

Ah, I apologise. I overlooked that detail.

Rob Maule wrote:The new ticks are:
    ...

If you write out a sequential list of events with those ticks, for a whole day, you'll find that the sequence is exact (project completion and sneezing can occur on the same minute, but sneezing is processed second). Also, if you note the number of Cantr minutes that pass before each event, they are almost exact, as well. Small differences crop up concerning animal attacks and daily eating, which I think is because they probably start a half-minute later or earlier than other events, plus every character and animal group needs to be run through the process.

Basically, when time gets messed up in Cantr, the sequence of events stays the same. When eating changes a certain amount, sneezing changes that same amount.

If you could find out the exact minute and second that everything occurs, you would only have to update something that happens once per day, for example eating, and then everything else would fall into its proper place.

I see. That may be very useful.

Timing page updated accordingly.
Snake_byte
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Postby Snake_byte » Sun Jan 17, 2010 3:14 am

Awesome, Joo! But I think that animal reproduction is also counted at their attack times.
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EchoMan
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Postby EchoMan » Sun Jan 17, 2010 10:02 am

Great Joo, thanks! Very helpful page. :)
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joo
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Postby joo » Sun Jan 17, 2010 11:34 am

Snake_byte wrote:Awesome, Joo! But I think that animal reproduction is also counted at their attack times.

Hmm... so I should just rename it to "Animal update", or is it possible to distinguish between the two events?
Andu
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Postby Andu » Mon Jan 18, 2010 7:36 am

yay, time frozen again.
"An those with little fuel, could tie a pack of bears in front of their limousine, with whip and crossbow in hands to keep them in line."
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joo
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Postby joo » Wed Jan 20, 2010 5:18 am

So is it broken now?
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Rebma
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Postby Rebma » Wed Jan 20, 2010 5:19 am

Its always fuckin broken now.
kronos wrote:like a nice trim is totally fine. short, neat. I don't want to be fighting through the forests of fangorn and expecting treebeard to come and show me the way in
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SumBum
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Postby SumBum » Wed Jan 20, 2010 5:23 am

The RL times on your applet are still correct, joo.
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returner
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Postby returner » Thu Jan 21, 2010 5:37 am

I have a question.. if you participate in a project 5 seconds before the project tick occurs... will that be recorded in the system as an hour's work?

To clarify some more, I'll use an example..

Let's say there is a project to gather wood (I am NOT working on it now), and let's say I gather 12.5 grams per hours work (which equates to the 300 total a day).

If I am 5 seconds from the next tick, and I quickly participate in the wood project, will the percentage of completion be 5 seconds of work or a ticks worth of work (aka an hours worth of work) ???
returner
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Postby returner » Thu Jan 21, 2010 5:43 am

Also, Joo, some of your applications are mind-bogglingly amazing. Great work!! I love the login interface for CantrSpy 2... seriously, Cantr should adopt that, and needs to if it wants to give off any aesthetic appeal to new players.
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Rebma
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Postby Rebma » Thu Jan 21, 2010 5:47 am

If you're working/moving when the tick occurs your project progresses. If you aren't working, it doesn't. Go on and work up until 5 seconds before a tick, you won't get progress. So it's safe to say that no matter how long you work on a project, as long as you're on it when the tick hits, your project will progress as if you'd worked one whole cycle between ticks.
kronos wrote:like a nice trim is totally fine. short, neat. I don't want to be fighting through the forests of fangorn and expecting treebeard to come and show me the way in

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