The Wiki for Tale 4 is in read-only mode and is available for archival and reference purposes only. Please visit the current Tale 11 Wiki in the meantime.

If you have any issues with this Wiki, please post in #wiki-editing on Discord or contact Brad in-game.

Difference between revisions of "Time"

From A Tale in the Desert
Jump to navigationJump to search
 
Line 4: Line 4:
  
 
===Real Time===
 
===Real Time===
The time in the real world. All Events done in the game, as well as other things that are scheduled, are listed in Real Time. Real time is in short used to tell you when something will start but not how long something will happen.
+
The time in the real world. All Events done in the game, as well as other things that are scheduled, are listed in Real Time. Real time is in short used to tell you when something will start but not how long something will happen.<br>
 +
Chat feature which is useful to help get correct event times for people in varying timezones
 +
*{time:xxxx}
 +
**will display the relative time for everyones set timezone for example, Inputter with timezone gmt+0000 types {time:2000} and sends to chat, what actually will display is <20:00> for people GMT+0000 and <21:00> for people in GMT+0100 and so on.  
  
 
===Teppy Time===
 
===Teppy Time===

Latest revision as of 19:57, 2 December 2009

Time In Egypt

During your sojourn in Egypt you will find that time is rather important, but time in Egypt is not as simple as one might think. There are actually three kinds of time that relate to Egypt:

Real Time

The time in the real world. All Events done in the game, as well as other things that are scheduled, are listed in Real Time. Real time is in short used to tell you when something will start but not how long something will happen.
Chat feature which is useful to help get correct event times for people in varying timezones

  • {time:xxxx}
    • will display the relative time for everyones set timezone for example, Inputter with timezone gmt+0000 types {time:2000} and sends to chat, what actually will display is <20:00> for people GMT+0000 and <21:00> for people in GMT+0100 and so on.

Teppy Time

"Teppy Time", which is slightly slower than real time, is the internal clock that the game runs on. It is similar to real time in that 1 Teppy Minute = 1 Real Minute + Server Lag. Teppy Time is therefore close to real time, but not exactly. Although server lag is highly variable, and so Teppy Time is not exactly predictable, a good rule of thumb is Teppy Time is about 110% of Real Time. Teppy Time is used to measure duration. Many of the timers in the game are based on Teppy Time. If you are waiting for a chariot ride to be free and is says “5 minutes”, those are 5 Teppy Minutes. The same is true for the duration of food, or basically anything that is a length of time displayed within the game.

You might ask yourself: why this complex system? Why can’t Teppy Time always remain synchronized with real time? The answer is actually quite simple. ATITD is an international game, and to allow the greatest participation in all aspects of the game by the most number of people, time must vary. For example, without Teppy Time, it might always be daytime in Egypt during the hours you like to play -- which would make mushroom hunting and fishing very difficult!

Egypt Time

Egypt Time is the "in-game" time -- the day and night cycle. Usually it is useful for things that occur on a cyclical basis, the most famous being “Shroom Time” (those late-evening hours when most mushrooms spawn). Generally used to reference anything of that nature, which occurs on a repeating basis and is part of the day and night cycle in the game. Egypt Time is very simple, 1 Teppy Minute = 3 Egypt Minutes, so 1 Egypt Day = 8 Teppy Hours.


The Egyptian Calendar

The Egyptian calendar is remarkably simple!

Each year is exactly 360 days long (about 140 RL days), divided into three seasons: Akhet, Peret, and Shemu.

  • In actual Egyptian history, the three seasons described the annual cycle of the Nile -- Akhet, or Inundation, the time of flooding; Peret, or Emergence, when the waters receded and crops were planted; and Shemu, or Harvest, when crops were collected. Since the Nile's flooding is not modeled in ATITD, seasons in the game are less important to daily existence.

Each season is exactly 120 days long (about 45 RL days), divided into four months, numbered using Roman numerals (I, II, III, IV). Wheat can only be grown in its designated season (there are different varieties of wheat for each season).

Each month has exactly 30 days (about 12 RL days). A new Wine vintage begins at the start of every month.

So "Year I, Shemu IV-25" is the 25th day of the 4th month of the 3rd season of year 1, or the 25th day of the 12th month of year 1, or the 355th day of year 1.