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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

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    4. The Terminal News

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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

    • Update - started a new game with the 1.57ddh patch in place, but with no modification to the default port supply/demand setting. Upon the first delivery of autos to Toledo with its port, demand went to zero and stayed there - did not recover. Like it always used to be. Goods demand also went to zero on first delivery, but then recovered....slowly. That's not exactly as I remember it, but my memory could easily be off on that point. Goods demand going immediately to zero didn't seem quite right, but at least it was starting to recover. First to 1, then to 2. I didn't continue to play long after that to see how far it would go., as the main purpose was to test the port mod effect on autos.   So my test removed any doubt about the effect of rearranging the port supply/demand positions as I previously outlined. Again, Jeffry, thank you for that tip. The summation of these changes in the patch and now in the port mod will increase revenue and make game goals easier to achieve. That's wonderful, but will almost necessitate an asterisk with new record games when compared against the harder, pre-patch game records.    
    • Oh, right; I was looking at the file and didn't see it, I am dumb. So it's like exclusion. I guess in some moments, if I set only $4000 will affect a group of tiles I want to color but others I don't want too, while making the 2 times rules will affect less specific tiles. Alright; I will just use normal rules or combining attributes then; I'll work on my stuff and see if I can do it; thanks for the info. I may add this post into the main index to find easily this tutorial/manual.
    • Spice can be recolored on minimap. In ini there's Spice_Settings section or something like that, where is property something like ThinSpice_Color and ThickSpice_Color. Well, this is something different than you think, I did not mention that to keep things simple. The first value ($6000) means: "Look at vehicle can pass and infantry can pass atribute", the second value ($4000) means "Only infantry can pass attribute must be set". In other words, all the rule means "The tile must have infantry can pass AND must NOT have vehicle can pass attribute", in other words, this matches infantry-only tiles. But as I said, it is very confusing and not very well designed, I did not use it in the example not to confuse you even more.
    • oooh, I got it. Buildable will be everysingle buildable tile, not just the ones that you can click+drag (which are only 3-4 different tiles) but by marking "buildable" this sill consider the tile with grass, tile with the red thing and so on, so the rule it's less detailed. I guess the spice cannot be recolored. You are alright. I know Fey did some recolor to his tileset by trial and error, so I am going to try to do the minimap color for my retro Dune 2 tileset, and if I have any doub I will come back to ask you. Just confirm me something; vanilla .inis have this: ;Rough rocks (Infantry-only) $375582=$6000;$4000 The template sais is "color=and_value;check_value" I guess this means that will search for any tile that have "infantry can pass" but also the ones with "vehicle can pass AND infantry can pass" to use the same color to two different tiles, right?
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