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  3. The Terminal

    1. Railroad Tycoon 3 Discussion

      General discussion relating to Railroad Tycoon 3.

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    2. Railroad Tycoon 2 Discussion

      General discussion relating to Railroad Tycoon 2.

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    3. The Terminal General Discussion

      Discussion of topics not found in the other boards, within the discretion of the moderators.

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    4. The Terminal News

      Comment on news related to The Terminal and the Railroad Tycoon games.

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  4. Hosted Sites

    1. Arrakis

      These are the forums for the Arrakis games. Check out http://arrakis.dune2k.com/ for more details.

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    2. Shiroko's FAQs

      Talk about all of the FAQs made by Shiroko. If you haven't seen them yet check out http://faq.dune2k.com/.

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  • Posts

    • My ideas are laid out from the beginning of this thread. Off the top of my head: Bug fixes, like not jamming a train when its engine is replaced during a reversal (train turning around and overlapping itself). Also: When passengers become scarce, make sure that various cities produce them slowly but steadily instead of all at once rarely (i.e. randomize the houses so they're not synchronized). And then there's the phantom farm crash, and train-list data corruption after a train is deleted. Also: Computer players should replace engines based on *engine* age, not *train* age (after a few years, they replace engines *every* year!) Then there are productivity enhancements like being able to filter the train list by age and engine-type and then select-all or select several to replace many engines at once. It would also be nice to filter for various common train problems (like waiting empty). Document trigger & event mechanics (or internally comment code) so scenario designers can properly tune events. For instance, if I execute a series of events that discount track-building cost by some percentage, how do those percentages stack? And after the game has stacked several (maybe a lot of them), how would an adjustment the other way affect the total? And then there's the mystery of which adjustments scan be applied per company / region / global / player, and then how they stack if applied at more than one level.
    • "I plan to release the project as open source if I can obtain permission from the rights holder." I first tried to identify the "rights holder" over a decade ago, and the likely companies deferred to one another. Take2 supposedly bought out PopTop, but when approached insisted they'd sold the rights on to a Sid Meier project (that eventually became his quickly-forgotten model-RR type game). When I contacted Sid Meier's company (forgotten its name), they insisted that they had zero RT2 interest, ownership or original source code. That leaves only Steam (and any other distributors of the original game) as stakeholders. They have contracts with somebody, so they're the ones who might complain if RT2 is re-released. You might approach Steam and at least one vendor of the disc-based game, pitching your open-source idea as an expansion that would drive new sales. The knee-jerk reaction will always be cease-and-desist, because that's how lawyers "think", so don't be discouraged. However, if you can get past the non-thinking lawyer level, then you might get an intelligent reply from an actual business person who thinks in terms of opportunity rather than status quo. If you're outside the US, you have more flexibility to go for an "asking forgiveness is easier than permission" path to the open-source add-on result.
    • levels 3 & 4 are finished. the link in the OP is the same, but the zip was updated now for some info. first, here's a changelog for general adjustments and levels 1 & 2: SARD 03: Cutter Teeth SARD 04: Skullcracker oh yeah, and although Nguyen or other testers haven't recorded runs just yet, I've got some test runs right here. streamable links will expire eventually, but by whenever it is that that happens I'll surely have edited this post with Nguyen's runs. he always comes through level 3: https://streamable.com/rfved4 level 4: https://streamable.com/j4oegl these clips were of earlier drafts. certain things are different in the current result have fun! there's a lot to play around with on level 4. even if striking out early on hard mode isn't really feasible, it's possible on normal and especially doable on easy mode
    • Hello everyone! I'm a longtime fan of Railroad Tycoon II, and I've been working on a reimplementation of the game using the Godot engine. I plan to release the project as open source if I can obtain permission from the rights holder. The port would require assets from a legally purchased and installed copy of RT2 — no original game assets would be distributed. If permission cannot be obtained, I plan to turn the project into a standalone game with original assets, preserving the mechanics of RT2 as closely as possible. Community feedback is very important to me. Alongside the classic mode, I'd like to introduce an expanded mode with additional features and mechanics that were missing from the original game. I'd love to hear what improvements you'd like to see. All ideas, suggestions, and constructive criticism are very welcome!    
    • are you attempting to launch multiplayer through the in-game menu? it should work outta the box by launching through C&Cnet. just keep in mind that C&Cnet messes with things in order to prep the install for multiplayer, so I would advise keeping a separate install for multiplayer and one for single-player
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