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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
In-game clock
Display exact in-game time on mouseover of the sky circle (the thingy where the sun and moon are shown), please.
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burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: In-game clock
Why?
I am asking because I never felt the need to know the exact ingame time. This might of course change as soon as we have time based wyrd events or something.
I am asking because I never felt the need to know the exact ingame time. This might of course change as soon as we have time based wyrd events or something.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: In-game clock
For time-dependant stuff like silk, steel and fish. But mostly because I want to know how long till this damn darkness goes away.
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burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: In-game clock
For the first three I see no difference in using your computer clock. For the darkness thing, you can estimate it quite exactly by the position of the moon. Remember we are living in the dark ages here (yeah, yeah realism argument, but I don't see the necessity of a clock. On the other hand if they implement one I don't care either.).Potjeh wrote:For time-dependant stuff like silk, steel and fish. But mostly because I want to know how long till this damn darkness goes away.
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kaka
- Posts: 673
- Joined: Fri Apr 03, 2009 8:31 am
- Location: Château de Gâteau
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: In-game clock
i'd be fine with this i suppose but not too exact. like instead of saying "8:23 am" it should use the old scandinavian daymarks like miðr morgun, dagmál, middag
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: In-game clock
Thanks, Kaka.
But yeah, it's mostly for fish, because it seems that seconds matter there. I can guesstimate using sun and moon with a half hour precision at best, and that's just not precise enough.
But yeah, it's mostly for fish, because it seems that seconds matter there. I can guesstimate using sun and moon with a half hour precision at best, and that's just not precise enough.
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scourage
- Posts: 38
- Joined: Fri Jan 15, 2010 10:34 pm
Re: In-game clock
Or how about a skill like astronomy when combined with learning basic machinery allows you to make a sundial and have the ability to tell the exact time?
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: In-game clock
you know itd be nice if skills had multiple uses
actually that goes for most statistics in this game like beliefs and attributes too. make it more cohesive.
actually that goes for most statistics in this game like beliefs and attributes too. make it more cohesive.
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Peripheral
- Posts: 36
- Joined: Fri Oct 30, 2009 6:18 am
- Location: California
Re: In-game clock
Haha, I was just about to suggest a sundial. Scourage's suggestion is pretty bomb. Having a way to tell time which adhere's to the time the game is set in would be great. Not only that, but sundials look neat 