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questions about changed travel time


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#1 Joakim

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Posted 04 December 2006 - 05:18 AM

new BGT 1.02 changed game's travel time(or bp does do that? i'm not sure). before it was 8 hrs but now 4 hrs. but i don't think it's realistic. ancient roman empire footmens can only walk about 3 miles per hr, even they walk by the roman roads(viae). my party travels sword coast, therefore they can roam from one area to another area in just 4 hrs!!! i think game's default travel time is more realistic. could i restore travel time?

i've installed these components after installing BG and BG2
baldurdash weidu 1.5
g3's bg2 fixpack's necessary components
bgt 1.02
yasraena
kivan
saerileth
npc flirt
bg2 unfinished business
big picture 1.77
bp TOB fix
g3's bg2 tweak pack
world map
ding3's xp mod

and components works fine.

Edited by Joakim, 04 December 2006 - 05:19 AM.


#2 erebusant

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Posted 04 December 2006 - 05:48 AM

new BGT 1.02 changed game's travel time(or bp does do that? i'm not sure). before it was 8 hrs but now 4 hrs. but i don't think it's realistic. ancient roman empire footmens can only walk about 3 miles per hr, even they walk by the roman roads(viae). my party travels sword coast, therefore they can roam from one area to another area in just 4 hrs!!! i think game's default travel time is more realistic. could i restore travel time?

i've installed these components after installing BG and BG2
baldurdash weidu 1.5
g3's bg2 fixpack's necessary components
bgt 1.02
yasraena
kivan
saerileth
npc flirt
bg2 unfinished business
big picture 1.77
bp TOB fix
g3's bg2 tweak pack
world map
ding3's xp mod

and components works fine.





Sure. Replace the BGT portion of your links table in your Worldmap/map_mods_links table with this one: http://www.shsforums...p...ost&id=4098 and re-install the map. You'll need to start a new game, and there will be other travel time inconsistencies though. :)

It takes a village...


#3 Ascension64

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Posted 04 December 2006 - 06:23 AM

From what I can see from your mod list, you don't even need to install the world map mod.

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#4 Joakim

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Posted 04 December 2006 - 01:50 PM

ah, worldmap 6.3 changed the travel time!

thank you guys!!!

#5 erebusant

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Posted 04 December 2006 - 02:26 PM

ah, worldmap 6.3 changed the travel time!

thank you guys!!!





It's easy enough to change what the travel times are with the new worldmap. It can be 4 hours between areas or 8. I was only looking at the overall picture of trying to make up some somewhat consistant travel times as related to the entire worldmap, not just BGT. it doesn't make a lot of sense to have Neng Horse Ranch for example from CtB being just 4 hours travel from Athkatla City Gates in the distance that it is spatially on the worldmap, and a somewhat comparative distance between areas in the BGT section. Naturally, it helps tremendously to get a lot of feedback about what players are looking for. True, a Roman soldier may only cover 3 miles/hour, but then there are other factors to consider like the fact that they didn't have dimension doors and teleportation available to them as well. But maybe 8 hours between areas is more realistic and Neng Horse Ranch should be 8 hours outside of Athkatla instead. I'm open to constructive suggestions here.

It takes a village...


#6 Joakim

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Posted 05 December 2006 - 02:00 AM

yup! it's true that roman infantries didn't use dimension door or likeabout magics. but as you know, roman empire has the fastest roadways until industial revolution(until invented railways). even horses cannot give fast traveling to medieval people because they didn't have pavements. 3 miles/hr by foot is really fast! moreover, bgt's party doesn't use dimension door or likeabout magics for their travel too.

i don't have sword coast's geographical knowledge in depth. but i now one thing cleary that sword coast is not modern society. forgotten realm is a twisted parrarel of medieval dark age. sword coast has not roman empire's well made roadway, especially in the party's adventuring areas. they only have lanes, not pavements. in that area, travel cannot be straight line from one point to another point on the map.

so i think game's default travel time is more reallistic than worldmap 6.3's.



ah, i forgot one thing. i agree with your opinion that the travel time should be 0 hour in the cities like baldur's gate and athkatla.

Edited by Joakim, 05 December 2006 - 02:22 AM.


#7 Sandor Ravenhand

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Posted 06 December 2006 - 03:30 AM

Naturally, it helps tremendously to get a lot of feedback about what players are looking for. True, a Roman soldier may only cover 3 miles/hour, but then there are other factors to consider like the fact that they didn't have dimension doors and teleportation available to them as well. But maybe 8 hours between areas is more realistic and Neng Horse Ranch should be 8 hours outside of Athkatla instead. I'm open to constructive suggestions here.

I've just been playing through BGT, and I think from a playability point of view, 8 hours between areas in the BG1 stuff makes for a better game - it's just too easy to hop between areas with a 4 hour loss, you don't need to plan your journeys any more.

From a realism point of view, 8 hours seems better as well - the party are supposed to be travelling on foot after all.

For reference, I did a quick check in my old PnP Forgotten Realms boxed set - apparently, for example, Candlekeep is about 50 miles from Beregost by road, a bit less across country. AD&D Second edition says that an unencumbered character can walk 24 miles across clear terrain in a (10 hour walking) day, So 8 hours travel between Candlekeep and Beregost (Worldmap 6.3), doesn't seem quite right. Even the 16 hours between them in the Orginal BG1 could be considered a bit tight  :o  


I agree with Joakim, I also prefer 0 hours between areas in the city.

Cheers!

Edited by Sandor Ravenhand, 06 December 2006 - 03:57 AM.


#8 erebusant

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Posted 06 December 2006 - 06:00 AM


Naturally, it helps tremendously to get a lot of feedback about what players are looking for. True, a Roman soldier may only cover 3 miles/hour, but then there are other factors to consider like the fact that they didn't have dimension doors and teleportation available to them as well. But maybe 8 hours between areas is more realistic and Neng Horse Ranch should be 8 hours outside of Athkatla instead. I'm open to constructive suggestions here.

I've just been playing through BGT, and I think from a playability point of view, 8 hours between areas in the BG1 stuff makes for a better game - it's just too easy to hop between areas with a 4 hour loss, you don't need to plan your journeys any more.

From a realism point of view, 8 hours seems better as well - the party are supposed to be travelling on foot after all.

For reference, I did a quick check in my old PnP Forgotten Realms boxed set - apparently, for example, Candlekeep is about 50 miles from Beregost by road, a bit less across country. AD&D Second edition says that an unencumbered character can walk 24 miles across clear terrain in a (10 hour walking) day, So 8 hours travel between Candlekeep and Beregost (Worldmap 6.3), doesn't seem quite right. Even the 16 hours between them in the Orginal BG1 could be considered a bit tight :o


I agree with Joakim, I also prefer 0 hours between areas in the city.

Cheers!





easy enough to revise. tks.

It takes a village...