Just checked that on my versions. I have a lot of them, from beta through final to plus.
Checked the Ural mission. And:
- At mission start, all agents are standing still (in all versions of the game)
- After some time (circa a minute) they do start rushing towards the player, even if he didn't moved (in all versions of the game)
- The 'rush time' does seem short
- I'm not interested enough in this to check the game on a real old hardware; but I am pretty sure the time was counted much slower there, at least the clock from the menu
Conclusions:
- It's not a matter of Syndicate Plus, all versions of the game work like this
Unconfirmed thesis 1:
- While the game frame rate, and world update turns, are properly limited to 16 fps or whatever, it would seem the internal timers for each level (or just counting ingame hours) is separate and goes without these restrictions.
Unconfirmed thesis 2:
- The ingame time may actually be counted as intended, but on original 386 hardware the game worked generally slower. This means it was ie. not 16 FPS but 8 FPS (the values I'm giving are not from any test, just suspected), and a lot more user actions could be performed in that time.
Hm, I wonder if I can fix that by DoxBox settings..
EDIT:
So the rush starts (in Ural) at circa 48 seconds.
Changed DOSBox config:
`machine=vgaonly` - as that is the graphics HW the game requires
`core=simple` - to avoid executing instructions in bulk
`cputype=386_slow` - as the game worked fine on i386 CPUs, and I just wanted to verify the low clock mode
`cycles=fixed 4000` - that should be enough, unless a lot happens on screen
I also disabled all the additional devices (music/sound/joystick) to decrease the amount of interrupts.
And - the rush still started at circa 48 seconds.
So my final conclusion:
Either the game just always worked like this and we are getting slow over the years, or the issue is somewhere deep within DOSBox core and cannot be reconfigured (which is unlikely).
Post edited September 22, 2022 by mefistotelis