Something I just realized...

General discussion about anything related to Transcendence.
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One tick equals two in-game seconds, and one second equals one in-game minute. I knew real time did not equal in-game time, but I did not know by how much. Yesterday, I ran test code to see how much time one-tick was worth in-game.

I often assumed real time equals in-game time as far as combat is concerned. Some of the item descriptions in my mods were based on assuming real time equals in-game time. May need to rethink the design of some of my creations.
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 That seems to be a common thing, actually. I get tripped up by that fairly regularly; it always startles me when the few seconds it takes to dispatch Benedict’s autons translates to several in-game minutes. It probably doesn’t help that the rate of fire on weapons is described in shots per second in-game.
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Xephyr
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I always thought the time was a lot longer, since I heard a single playthrough is supposed to be a few years.

The space races in EP reminded me. I guess my perspective was skewed because of my fast play style.
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pixelfck
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Yeah, in-game time vs real-world time is always confusing me. So much so that I made a note for myself which reads:
In Transcendence, a game second is a unit of time measurement.
An actual second is equivalent to 30 ticks, which in turn is equivalent to 60 in-game seconds.
So 1 tick is 2 in-game seconds.
I think it is on the wiki somewhere (hidden).

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pixelfck wrote:I think it is on the wiki somewhere (hidden).
This is where I've seen it:

https://wiki.kronosaur.com/game/george_ ... nscendence
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I think I worked out that the fastest ingame gun (at the time, the shuriken) was firing about once every 6 seconds in-universe.


But burst weapons always fire bursts because that's abstracted off the time scale.It's generally fine to go with the wibbly-wobbly style of time where we can mess with stuff, because there are some issues otherwise.
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