"Tick" timings

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EchoMan
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Re: "Tick" timings

Postby EchoMan » Thu May 27, 2010 2:30 am

Death = 7.27. Sneezing and animal attacks are currently disabled.

Animal attacks are useful. In some places you better hide inside when they occur, and go back outside to work you gathering when they are over.
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FrankieLeonie
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Re: "Tick" timings

Postby FrankieLeonie » Thu May 27, 2010 3:16 am

When are they going to be turned back on?
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EchoMan
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Re: "Tick" timings

Postby EchoMan » Thu May 27, 2010 3:39 am

There are some problems with the animal migration scripts. That has to be fixed first. Can't say when that will happen though.
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joo
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Re: "Tick" timings

Postby joo » Thu May 27, 2010 4:05 am

Right.
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FrankieLeonie
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Re: "Tick" timings

Postby FrankieLeonie » Thu May 27, 2010 4:15 am

But the migration thing was fixed or at least band-aided. Now we don't have super groups of animals so can't we turn the attacking back on?
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Doug R.
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Re: "Tick" timings

Postby Doug R. » Thu May 27, 2010 4:01 pm

Yes, when I'm done smoothing out the lumps. However, we may see odd pooling effects, which could become quite dangerous, but that wouldn't happen over night.
Hamsters is nice. ~Kaylee, Firefly
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FrankieLeonie
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Re: "Tick" timings

Postby FrankieLeonie » Thu May 27, 2010 4:09 pm

So we RP that animals are approaching towns due to lack of food and shelter and have become angry. That would work great for a couple of my characters :)
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EchoMan
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Re: "Tick" timings

Postby EchoMan » Fri May 28, 2010 8:49 am

Sea travel just happened at 6.03 IC. Timing page says it's 26 minutes left.
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joo
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Re: "Tick" timings

Postby joo » Fri May 28, 2010 2:30 pm

Well, it seems the Cantr midnight offset from GMT midnight as reported on that Wiki page was incorrect (incidentally I just observed the midnight occuring at 15:29 GMT, so that would explain the discrepancy of about 30 Earth minutes.
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joo
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Re: "Tick" timings

Postby joo » Fri May 28, 2010 2:35 pm

I have changed the Wiki and my timing page to reflect this.

Random tip: If a page has just been updated, you can use Ctrl+F5 on Firefox in Windows to force a new copy to be retrieved from the web server, ensuring that your old cached copy is not used instead.
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EchoMan
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Re: "Tick" timings

Postby EchoMan » Tue Jun 01, 2010 2:28 pm

Animal attacks are back on. Happened between 7.31 and 7.34 I "think". :)
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joo
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Re: "Tick" timings

Postby joo » Tue Jun 01, 2010 4:46 pm

Before, they were occuring every two hours... I wonder if that is still the case. If it is, they should occur at ~34 minutes after each odd hour.
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Doug R.
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Re: "Tick" timings

Postby Doug R. » Wed Jun 02, 2010 2:23 am

The animal process was broken up into multiple processes, but each animal should still process 4 times per day.
Hamsters is nice. ~Kaylee, Firefly
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joo
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Re: "Tick" timings

Postby joo » Wed Jun 02, 2010 2:43 am

Right. Updated.
Kelli
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Re: "Tick" timings

Postby Kelli » Wed Jun 02, 2010 2:05 pm

Soo....I know this isn't -quite- on topic, but I didn't want to start a new thread for it and it didn't seem to fit anywhere else.

In the case that there is no rollback, will cantr days have passed when the game comes back up? In other words, will it be day 3 thousand something? If so....there is a whole towns' plans that are screwed....

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