Real Timing Temporary Solution
8 years ago
United States

Since the game's engine currently does not support game time, nor does it support loading missions consecutively for campaign (AFAIK), timing becomes complicated for campaign. I've thought of a solution, but if a future update fixes one of the problems, it may render all runs up to that point invalid. We'll see as time goes on.

The solution goes like this: Timing begins on the first mission as soon as the battlefield is visible; in most cases it's after pressing "Resume Mission". You then simultaneously split and pause once either "You Are Victorious" appears or the battlefield is unloaded (I personally prefer the latter). You then resume once the battlefield is loaded for the next mission. Repeat until the final mission, which always end when "You Are Victorious" appears. This removes the time between loading missions which can vary greatly from computer to computer.

United States

I'm doing an overhaul of the timing methods for the series. Prospective runners shouldn't worry about timing for now; I'll time runs manually to remove loads.

United States

Now that I'm able to write auto-splitters, if anyone expresses interest in running this, I'll write something for them.

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