<?xml version="1.0"?>
<rss version="2.0"><channel><title>Railroad Tycoon 2 Discussion Latest Topics</title><link>https://forum.dune2k.com/forum/48-railroad-tycoon-2-discussion/</link><description>Railroad Tycoon 2 Discussion Latest Topics</description><language>en</language><item><title>1850 WA save crashing after almost 100 in-game years...</title><link>https://forum.dune2k.com/topic/37277-1850-wa-save-crashing-after-almost-100-in-game-years/</link><description><![CDATA[<p>
	Greetings everyone! Save files attached.
</p>

<p>
	I've been painstakingly playing the very punishing 1850 WA map and am almost 100 years into it with 280 trains. I micro every single arrival/departure, so you can imagine how much time has been poured into this save.
</p>

<p>
	For whatever reason, just as train 241 comes in (about 5 seconds in) the game hangs and exits to the OS. It also seems to hang if I grab the scrollbar and drag down rapidly through the train list. No error is given, just a brief hang followed by a crash / exit to OS. I've tried saving a different version after making some in-game tweaks (deleting trains, adding trains, other minor changes) and have tried virtual OS and host OS restarts. I've tried changing resolution and other interface settings as well. Nothing seems to work so far. I've loaded an older version of the save (2 game years, an eternity for me) and ran it past the 'expiry date' of the troublesome save, and all seems ok. My next step will be to reinstall the game and copy these over, but I'm hesitant to do that cause of all the completed scenarios.
</p>

<p>
	Any help any of you can give me here would be greatly appreciated!
</p>

<p>
	Two files attached:
</p>

<ol>
	<li>
		Version 12 is the one that has the issues,
	</li>
	<li>
		Version 11 is the previous functional save
	</li>
</ol>

<p>
	 
</p>

<p>
	 
</p>
<p>
<a class="ipsAttachLink" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5700&amp;key=e9e2f45315a2fb96adf267c4a67fbcdd" data-fileExt='GM2' data-fileid='5700' data-filekey='e9e2f45315a2fb96adf267c4a67fbcdd'>AAustralia WA1850 - (12).GM2</a> 
<a class="ipsAttachLink" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5701&amp;key=0c2ff433ec8bcd91d85c94634682402a" data-fileExt='GM2' data-fileid='5701' data-filekey='0c2ff433ec8bcd91d85c94634682402a'>Australia WA1850 - (11).GM2</a></p>]]></description><guid isPermaLink="false">37277</guid><pubDate>Mon, 17 Nov 2025 18:15:25 +0000</pubDate></item><item><title>Detailed Questions About the Math of Demand</title><link>https://forum.dune2k.com/topic/29449-detailed-questions-about-the-math-of-demand/</link><description><![CDATA[<p>
	So, I've found that I'm a bit on the rusty side in my replay of RRT2 in 2021.  (More likely my college age self was less obsessively min-maxy or less prone to overthinking.)<br /><br />
	I recently saw a playthrough of the "Crossing the Divide" Canadian Pacific Railway campaign mission go catastrophically sideways (twice) from a combination of very bad planning for demand and extremely (followed by only very) bad rail traffic capacity planning.<br /><br />
	I think I've worked out the solution to my troubles with clearing up traffic snarls, but here I want to ask the forum's brain trust a few questions on the game's demand system.<br />
	 
</p>

<ol><li>
		How does demand generated by housing work?  Is there a fixed amount of demand per year that towns and cities generate, or is the amount of demand directly proportional to the number of houses, as is the case with passenger and mail supply?  Maybe there's one set of rules for cargo demand and another for passenger and mail demand?  It looks like demand for goods, lumber, mild and so on are capped at a demand of 4 or 5 in a city, same as a town.  That doesn't explain how fast it regenerates...
	</li>
	<li>
		How much demand do industries generate relative to supply?
	</li>
	<li>
		What's the deal with demand from ports?  Reading around the forum it looks like one and only one good in any given port setup generates recurring demand, which appears to have been the case with Halifax and lumber in my recent game (the little Vulcans pulling lumber from Fredericton to Halifax were the only consistent cash cows in my cargo hauling fleet, everything else being break even or loss makers owing to oversaturation of markets).
	</li>
</ol><p>
	I've been putting some thought into the way the goods pricing model works, and come up with the following rules for my next playthrough.  I'd appreciate a critique on my thinking.
</p>

<ol><li>
		Each producer of refined products (lumber/food/goods) is linked to one destination town or city, and that town or city consumes those goods ONLY from that source, proportional to the relative output of the industry and the size of the market.  Thus, a steel mill serves two tool &amp; die factories, a cannery serves two towns, and a bakery or textile mill one town.  One paper mill serves one city and one auto factory two cities.
	</li>
	<li>
		Each producer of raw materials is likewise linked exclusively to one industry or consumer, relative to the above.  So two coal mines and two iron mines serve one steel mill, two oil wells serve one refinery or city, and two dairy farms serve one dairy processor or two towns.  Four logging camps serve one paper mill.  (It's unclear what the ratio of grain farms and fertilizer plants to ranches/farms ought to be...)
	</li>
	<li>
		Ports that have unbugged demand count as an extra town.
	</li>
	<li>
		Never extend your lines to pick up raw materials that don't have a final consumer at the end of the supply chain.  If all your towns and cities are already adequately supplied, then you need to extend the network to a new town before adding more supply.
	</li>
	<li>
		Every town has another town which is its exclusive mail and passengers "buddy".  Cities count as two towns for this.  Passenger and mail trains go exclusively between buddy towns.  ("But what if I'm from Halifax and I don't want to go to Sault Ste. Marie?"  Tough luck, hypothetical game passenger, take it up with the programmers.)
	</li>
	<li>
		The distance between towns involved in the above relationships should be proportional to the distance bonus for the good involved.  (Long way off for passengers and mail, short as possible for oil and coal.)  This is going to be a bit of a nightmare to actually keep track of.
	</li>
	<li>
		Pursuant to the above.  Towns and cities should be connected in groups of two.
	</li>
</ol>]]></description><guid isPermaLink="false">29449</guid><pubDate>Mon, 28 Jun 2021 21:22:43 +0000</pubDate></item><item><title>'Open' Railroad Tycoon II ??</title><link>https://forum.dune2k.com/topic/23962-open-railroad-tycoon-ii/</link><description><![CDATA[
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentcommentid="372652" data-ipsquote-username="jeffryfisher" data-cite="jeffryfisher" data-ipsquote-timestamp="1323165733" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="23962" data-ipsquote-contentclass="forums_Topic"><div><p>I just read some historical notes at their project site. They were gifted the source code.</p><p>I also looked up four railroad tycoon imitation projects at SourceForge. They all looked dead.</p><p>I also stumbled upon Take2's last 10K filing (like an annual report). It lists Railroad Tycoon as intellectual property of the corporation, so I have finally answered one question (they own it). I still don't know if they have the source materials to patch 1.56 of RT2.</p><p>If we're seriously interested in another patch, then we should start a separate thread (this one was about reducing congestion -- and then some bug in the game got us off on this tangent) and we need to get through to Take2 to see what it would take pry 9 year old code out of their hands.</p><p></p></div></blockquote><p>Following Jeff's suggestion, I thought I'd start another thread to see if there is interest in pursuing another patch or in creating an 'Open' version of Railroad Tycoon II like some folks have done for Transport Tycoon.  Maybe it's a pipe dream, but a fella can always dream.</p><p>Today I exchanged emails with Owen Rudge, who I believe was one of the original programmers that helped with the work on creating Open Transport Tycoon Deluxe, and asked a couple questions about how they did it for Open TTD.  With his permission, I'm sharing his email response below:</p><p>-------------------------------------------------------------------------------------------------------------------------------------------</p><p>OpenTTD was constructed entirely from scratch by Ludvig Strigeus (aka "ludde"), although he did make use of reverse engineering techniques as part of this process. At no point was any source code made available by Chris Sawyer/Atari, and it's unlikely they ever would do so. I believe it took ludde the best part of a year to do this, but I can't say for sure as to when he started (I believe it would have been late 2002/early 2003; he told me about the project and supplied some code in late 2003, and then supplied a 'complete' version to me in March 2004, which he gave me permission to release to the public).</p><p>I can't comment on whether it would be a good idea to do such a project for RRT2 or not, but I do imagine it would be a lot of work! You could perhaps make a post in the OpenTTD forums on <a href="http://www.tt-forums.net/" rel="external nofollow">www.tt-forums.net</a> just to ask if anybody was interested (and say that I suggested you post there), and you may find people who would offer their time, but I can't say for sure.</p><p>Good luck if you do decide to attempt it, though! :)</p><p>Cheers,</p><p>--</p><p>Owen Rudge</p><p><a href="http://www.owenrudge.net/" rel="external nofollow">http://www.owenrudge.net/</a></p><p>-------------------------------------------------------------------------------------------------------------------------------------------</p><p>I'll admit again that I don't have the skills to do this kind of thing, or I'd already be attempting it.  One of my brothers has some programming experience, and I pumped him for a little information today.  He indicated he'd be willing to teach me a few things, and said it was mainly an exercise in 'logic,' but understanding how to do this sort of thing likely takes years.  By the time I figured how to put one line of code together, we'd all be pushing up daisies!</p><p>Anyway, I thought it was an interesting email, and he does have a suggestion that we could make an inquiry about it on the Transport Tycoon board to see if anybody there would be willing to help with it.  I'd be happy to post something on their board if any thought it might help, though I'm probably not the right one to do it, since I don't know anything about programming jargon and such.  Do any of you have any thoughts on this?</p>
]]></description><guid isPermaLink="false">23962</guid><pubDate>Sun, 18 Dec 2011 07:52:10 +0000</pubDate></item><item><title>Engine Age and Replacement</title><link>https://forum.dune2k.com/topic/26454-engine-age-and-replacement/</link><description><![CDATA[
<p>After a few months away playing Minecraft, I am shifting some attention back to long-time favorites like RR Tycoon. It has been quiet around here without my agitation, so I'll try to stir the pot.</p><p>
My question of the day (or maybe week): At what age do you like to replace your engines for the sake of age alone (i.e. even with no new tech)?</p><p>
How long might you stretch an aging batch of engines to catch a new type you know is about to be introduced? Do you "run the numbers", or do you "have a feel"? Does the tedium of replacing engines for a large number of trains affect your decision?</p><p>
Footnote: There's another thread around here about GUI-scripting automated engine replacement, so the tedium of large numbers can be overcome.</p>
]]></description><guid isPermaLink="false">26454</guid><pubDate>Tue, 25 Mar 2014 03:18:25 +0000</pubDate></item><item><title>Passenger and Mail Pulses</title><link>https://forum.dune2k.com/topic/27403-passenger-and-mail-pulses/</link><description><![CDATA[
<p>
	Has anyone else noticed that over a long period of time (decades, maybe a century), a map's houses somehow become synchronized? When I start playing a map, the pax and mail appear fairly randomly here and there every month. However, after several economic cycles (and on some maps, after many events boosting and trimming production), the pax and mail arrive in waves. I'll get almost none anywhere for years and then BOOM, every city on the map has four years' worth all at once.
</p>

<p>
	Any theories? I think it has something to do with the way econ level changes affect timing. Maybe if each econ level rise triggers several houses to produce pax and mail at the same time, then over several econ cycles, all houses end up on the same schedule, synchronized to the beat of econ changes.
</p>

<p>
	These late-game pulses (and the intervening droughts) are problematic. I wish there were a way to rescramble the production timing.
</p>
]]></description><guid isPermaLink="false">27403</guid><pubDate>Thu, 21 Jul 2016 17:56:18 +0000</pubDate></item><item><title>How does grade affect acceleration?</title><link>https://forum.dune2k.com/topic/27816-how-does-grade-affect-acceleration/</link><description><![CDATA[
<p>
	Does going downhill help a train accelerate faster?  Does going uphill make it decelerate faster?
</p>

<p>
	I'm wondering because on the Great Divide campaign I want to make a station like this:
</p>

<p>
	<img alt="WuuFTxb.png" class="ipsImage" height="405" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" width="797" data-src="https://i.imgur.com/WuuFTxb.png"></p>

<p>
	I'm wondering if the 3.5, 3.0 and 2.0 grades will help or hinder trains leaving the station toward the bridge or arriving at it from the direction of the bridge.  (For the purpose of discussion let's pretend that's a stone bridge not wood).  In theory if the answers to both questions are "yes" then this seems like a great setup - departing trains get a little extra help rolling out and arriving ones find it easier to brake.  But something makes me suspect the game isn't going to cooperate with this theory...
</p>
]]></description><guid isPermaLink="false">27816</guid><pubDate>Tue, 23 Oct 2018 11:54:30 +0000</pubDate></item><item><title>Open RT2 Wish Lists</title><link>https://forum.dune2k.com/topic/24108-open-rt2-wish-lists/</link><description><![CDATA[
<p>I thought I started a thread of bugs, oddities and desired enhancements, but I can't find it. Maybe it was at Hawk &amp; Badger (it was a couple years ago). If I find my old wish list, then I'll migrate it here.<br><br>I have reserved the first several slots in this thread for building lists of different types of features that an "open RT2" project would possibly want to address. Below that, we can propose and discuss the merits, details and classification of each. As ideas emerge, I'll add them to their appropriate lists. If an open RT2 project ever materializes, then these lists can serve as fodder for its requirements document.<br><br>To begin with, I will create the following (mostly empty) lists:<br><br>* Critical bugs -- Must be fixed if at all possible<br><br>* Undesirable features -- Probably bugs, but can be worked around, and some players might even disagree about changing.<br><br>* Game weaknesses -- Existing features that are not bugs, but maybe could be improved if an improvement proved popular and practical.<br><br>* New, high-priority features: Things we would want to add if at all possible.<br><br>* New, nice-to-have features<br><br>* Documentation Improvements<br><br>* Reserved for future use</p><p> </p><p><span style="color:#0000cd;">To help highlight recent additions/edits in the lists, I will write them in blue and leave them that way until my next editing session (something I do a couple times per year).</span></p>
]]></description><guid isPermaLink="false">24108</guid><pubDate>Tue, 20 Mar 2012 19:03:30 +0000</pubDate></item><item><title>Trigger Events</title><link>https://forum.dune2k.com/topic/26853-trigger-events/</link><description><![CDATA[
<p>Does anyone know how to get the events to trigger and function?</p>
]]></description><guid isPermaLink="false">26853</guid><pubDate>Mon, 19 Jan 2015 23:49:37 +0000</pubDate></item><item><title>AI companys' cash resets each year on one map but not another?</title><link>https://forum.dune2k.com/topic/34963-ai-companys-cash-resets-each-year-on-one-map-but-not-another/</link><description><![CDATA[<p>
	I'm noticing something strange on the Africa after the flood scenario. I'm wondering if this has something to do with the map settings made by the creator? I haven't explored map creation yet, so was hoping someone else might have an idea.
</p>

<p>
	 
</p>

<p>
	On a normal heartland scenario, the AI company will build up cash if there's no place nearby to expand towards. (e.g. AI company has $1.6 million cash at the start of 2040 and a profit of 1.2M in 2040. In 2041, it has a cash of 2.8M)
</p>

<p>
	On the africa after the flood scenario, the AI company to seems reset its cash each year after reaching about $1-2 million in cash. For an example, an AI company will have 1.6M cash at the start of 2005 and a profit of 1.2M in 2005. However in 2006, the cash decreases to 1.4M and it doesnt buy industries/trains/track/stations (there is no expansion). 
</p>

<p>
	 
</p>

<p>
	Things I've looked at:
</p>

<p>
	I tried buying the companies to see if it was replacing enginges, but all the engines were from the year they first appeared/expanded.
</p>
]]></description><guid isPermaLink="false">34963</guid><pubDate>Sat, 12 Apr 2025 04:48:16 +0000</pubDate></item><item><title>Workings of the stock market</title><link>https://forum.dune2k.com/topic/22720-workings-of-the-stock-market/</link><description><![CDATA[
<p>This is a simple example of how the stock market works:</p><p>Generally, Stock prices very according to the arrival of a train with profitable cargo.</p><p>A long period if time with no profitable trains arriving causes the stock price to go down.</p><p>If you see many trains about to arrive at a station </p><p>then buy that company's stock as the price will go up.</p><p>If no trains are close to arriving then sell some stock, but not too much.  </p><p>You are selling at a higher price then buy it back at the lower price </p><p>just before the trains arrive.</p><p>It is seldom a good idea to go too deep into margin,</p><p>Unless you have big profits that are coming in fast and heavy.</p><p>I seldom sell short.  If I see no AI trains arriving for a while, it would be a good time to </p><p>sell two or three shares short of the AIs stock, since </p><p>the price will drop over time until a profit is made.  </p><p>Buy these shorted shares back at the lower price </p><p>when profitable trains are about to arrive.</p><p>When it works correctly, you bought back at a lower price </p><p>than you had sold them for.  You keep the difference as profit. </p><p>When stock is bought, its price goes up.  When sold the price goes down.  </p><p>If you use a stock manager, remember you only get his discount when you buy stock.  </p><p>I will normally move my chairmanship temporally to another company where there is </p><p>no stock manager, when I sell stock.</p><p>There is a bit more to the stock market, but the above is generally how it works.</p>
]]></description><guid isPermaLink="false">22720</guid><pubDate>Fri, 03 Aug 2007 04:41:44 +0000</pubDate></item><item><title>Railroad Empire</title><link>https://forum.dune2k.com/topic/34473-railroad-empire/</link><description><![CDATA[<p>
	Does anyone here have experience with Kalypso's <em>Railroad Empire</em> (or Railroad Empire 2)? If so, how does it compare to the venerable RR Tycoon II? Does it have a scenario builder / map editor to support user-created content? (I haven't found any yet).
</p>
]]></description><guid isPermaLink="false">34473</guid><pubDate>Mon, 06 Jan 2025 18:07:13 +0000</pubDate></item><item><title>How to Calculate Revenue</title><link>https://forum.dune2k.com/topic/23978-how-to-calculate-revenue/</link><description><![CDATA[
<p>In another post I asked some questions as to how to set up train routes, or if there was a way to know in advance what kind of revenue a particular route would generate.  Based on some of the responses I got, I started to wonder how revenue is calculated.  Maybe somebody knows how it is done, but even after running a bunch of tests, I still can't come up with the formula.  If someone knows what it is, please do share it!</p><p>From everything I've read in the strategy guide and seen in game play, revenue is impacted by the following eleven factors.  The first eight are fairly easy to figure out, and the strategy guide gives clues as to how they impact revenue.  The last three are much more difficult:</p><p>1.  <span style="text-decoration:underline;">Initial Game Settings</span> - We can boost revenue if we choose an easier setting.</p><p>2.  <span style="text-decoration:underline;">Demand Level</span> - A premium is paid for items in heavy demand.  At a demand level of 0, revenue is whacked 50%.  At a demand level of 9, revenue is increased 40%.  And there are varying levels in between.</p><p>3.  <span style="text-decoration:underline;">Station Improvements</span> - Improvements can be made to stations to either increase revenue (such as building a saloon, which increases arrival passenger revenue by 10%) or preserve revenue opportunity (such as building a grain silo for a 50% reduction in pickup delays.</p><p>4.  <span style="text-decoration:underline;">Managers</span> - Some of the managers that can be hired will have an impact on revenue.  For example, hiring George Pullman will increase passenger and station revenues by 25% and 5%, respectively.</p><p>5.  <span style="text-decoration:underline;">Type of Economy</span> - In a depression, the prices paid for transport services are less than in an expansion.  In a depression, revenues get decreased by 20% from a normal economy, and in an expansion, they are 20% higher.  And of course, there are varying levels in between.</p><p>6.  <span style="text-decoration:underline;">Speed Record</span> - If a train sets a speed record, the revenue for that load is increased 15%.  I think this only impacts passenger and possibly mail service.</p><p>7.  <span style="text-decoration:underline;">Certain Rail Cars</span> - Certain rail cars impact revenue, such as including a dining car on a passenger run.  The dining car will increase the route's passenger revenue by 20%.</p><p>8.  <span style="text-decoration:underline;">Events</span> - Scenario or campaign events can also impact revenues.  Some (in the case of campaigns) may also be the choice of the player.</p><p>9.  <span style="text-decoration:underline;">Cargo Type</span> - We've all learned that each cargo type generates a different revenue stream.  The strategy guide publishes 'base values' for each.  For passengers, the base value is $60,000 per car, whereas it is only $30,000 for coal per car.</p><p>10.  <span style="text-decoration:underline;">Time Cargo is in Transit</span> - The time a cargo is en route to its destination impacts ultimate revenue received, particularly since each cargo type's revenue is impacted differently as to how long it's allowed to be in transit before revenue losses occur.</p><p>11.  <span style="text-decoration:underline;">Distance Shipped</span> - In general, the farther away something is shipped, the more revenue that will be received for it.  Again, each cargo type calculates this differently.</p><p>I'm sure if I missed any factors, somebody will tell me.  The first 8 are fairly easy, the last three are a booger to figure out, and I still don't know how the game calculates it.  Someone smarter than me that frequents these pages may likely know the answer.</p><p>----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------</p><p>I came back to this post -- I think I forgot a couple vital items that impact revenue:</p><p>12.  <span style="text-decoration:underline;">Amount of Cargo</span> -- The more cargo shipped in a particular load, the greater the revenue.</p><p>13.  <span style="text-decoration:underline;">Track Ownership</span> -- A pro rata portion of revenue goes to the owner of the track over which the train travels to reach its destination.  If the station of origin and destination are owned by another player, there are also station fees to pay in addition to the pro-rata track charge.  I'm not sure if these are reversed from revenue or if they are treated as an expense.</p><p>14. <span style="text-decoration:underline;">Game Date</span> -- The later it is in the game, the less revenue that is earned for each cell traveled.</p><p>I wonder if it is also impacted by the global settings on the map in terms of economic growth rates.  This might be an indirect factor that has more of an effect on 'production' versus 'revenue,' but I'm not sure on that one.  Revenue seems to grow even more complicated by the day!</p>
]]></description><guid isPermaLink="false">23978</guid><pubDate>Wed, 28 Dec 2011 09:02:42 +0000</pubDate></item><item><title>Railroad Tycoon II on Windows 11?</title><link>https://forum.dune2k.com/topic/33622-railroad-tycoon-ii-on-windows-11/</link><description><![CDATA[<p>
	Lately, on W10 startup, I'm getting more and more frequent messages from Big Brother Microsoft reminding me of W10's looming end of life, end of support next year. I couldn't care less about MS's end of support. Rather, I view it as a refreshing relief.....as it always was when we lived in a free country and clung to a now-known-to-be-silly notion that Bill Gates and his ilk valued American freedom for all as we did.
</p>

<p>
	I ran W98SE, W2K, and XP for <em><strong>YEARS</strong></em> past their "end-of-life" with no problem or issue of any kind. 20+ years ago, there was no requirement to be a lemming, though most behaved like there was. It went without saying that the duration of your use of these classic OSs was an individual prerogative and decision. I wonder, though, if that will still be the case when Big Brother deems it time to herd <strong><em>ALL</em></strong> of the cattle W11-ward.
</p>

<p>
	Looking ahead to that possibility.....that of Windows 10 being user-banned and thrown on the great PROGRESSIVE trash heap with the fossil fuel transportation that enabled our escape from the stone age, a critically important question emerges.......
</p>

<p>
	Will RRTII run on W11? We've been lucky so far, as OSs come and go, but will we continue to be. Is anyone running RRTII on Windows11?
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">33622</guid><pubDate>Sun, 28 Jul 2024 21:10:43 +0000</pubDate></item><item><title>More industry of the same type</title><link>https://forum.dune2k.com/topic/26080-more-industry-of-the-same-type/</link><description><![CDATA[
<p>Since I didn't find any topic devoted to this subject, I herebly start one about RT2. The question is pretty simple. Does more industry of the same type affect production or demand by any amound?</p><p> </p><p>And to elaborate. Let's say a station got a textile mill. It requires wool or cotton to produce goods. It generates certain demand for those two things. When we deliver either of them, they are converted into goods, in 1:1 scale. Now what happens if we have two or more textile mills in the same station? Production is doubled? Demand is doubled? The second building is just for show? And what if I bring only a single shipment of cotton, while there are two mills in need for it? Which one will get the load? Or both will?</p>
]]></description><guid isPermaLink="false">26080</guid><pubDate>Sat, 26 Oct 2013 10:48:17 +0000</pubDate></item><item><title>Mission 13 Energy for a New Beginning - Easter Egg</title><link>https://forum.dune2k.com/topic/33934-mission-13-energy-for-a-new-beginning-easter-egg/</link><description><![CDATA[<p>
	By accident, I found an Easter Egg.
</p>

<p>
	Choose Crampton and the DB18-201 steam loco. Or choose Trevithick and the Class 232 loco.
</p>

<p>
	Instructions in this video:
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="150" title="railroad tycoon ii tsc M13 energy for a new beginning - hard - 🐰🐣🍫🧺 Easter Gold Egg 🧺🍫🐣🐰" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/Sx6YWHcbQyQ?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">33934</guid><pubDate>Tue, 01 Oct 2024 08:45:00 +0000</pubDate></item><item><title>Why unprofitable businesses remain such even when I provide truckloads of input?</title><link>https://forum.dune2k.com/topic/28693-why-unprofitable-businesses-remain-such-even-when-i-provide-truckloads-of-input/</link><description><![CDATA[<p>
	There is something I don't get.
</p>

<p>
	There's this lumber mill with "poor" profitability. I buy it and start shipping loads and loads of logs. It produces lumber and I take the lumber to the city.
</p>

<p>
	The train makes some lukewarm profit.
</p>

<p>
	But year after year the profitability of the mill remains apparently poor, and I get a pittance profit from it. It will never repay its cost, let alone turn a profit.
</p>

<p>
	Why is it not profitable to buy the "poor" industries that I later make work?
</p>

<p>
	Am I missing something? Any word of advice is welcome...
</p>

<p>
	 
</p>]]></description><guid isPermaLink="false">28693</guid><pubDate>Sun, 10 May 2020 13:47:49 +0000</pubDate></item><item><title>.IMB files - how to open</title><link>https://forum.dune2k.com/topic/33693-imb-files-how-to-open/</link><description><![CDATA[<ol>
	<li>
		<span style="color:#16a085;">so im trying to rip some steam locomotives from the railroad tycoon 2 pak files and ive encountered a single .imb file in the pak does anyone know how to decompile/extract the engine graphics from the archive ? Thank you?</span>
	</li>
	<li>
		<span style="color:#16a085;">and after that do you guys want me to post all of the sprites in a big zip file so there archived and downloadable. </span>
	</li>
</ol>
]]></description><guid isPermaLink="false">33693</guid><pubDate>Thu, 08 Aug 2024 02:22:30 +0000</pubDate></item><item><title>Unofficial Patch 1.57ddh</title><link>https://forum.dune2k.com/topic/27789-unofficial-patch-157ddh/</link><description><![CDATA[
<p>
	I have been playing RT2 on and off for a long time, but only just recently found this site. I hadn't necessarily noticed the errors that remain in the latest official patch, but as an engineer I like things to be correct when possible. Using data from the 'Modding RT2' and 'Historical RT2 Mod' threads, I started a few small projects. And a huge thanks to everyone who contributed on those threads, particularly JeffryFisher and jcco. JeffryFisher created his historically patched exe which corrected the data errors, but also made changes specific for his US History scenario, or for historical accuracy. I could not find anywhere that someone had corrected the errors without additional changes.  I therefore created this patch (replacement exe for RT2_PLAT.exe) to fix the errors without further changes. Since it builds on the official 1.56 patch, I called it 1.57ddh, with the ddh suffix to distinguish it from anyone else's 1.57. The version is changed internal to the file as well and the Main Menu properly reports 1.57ddh. Versions added for GoG.com platinum installations (1.57gog) and Gold CD installations (1.57gld). The content of the readme follows:
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			Read Me for RT2_PLAT.EXE version 1.57ddh
		</p>

		<p>
			Corrected 'Auto Plant' input2 (tires) demand by moving the intended value from in2boost to in2demand.<br />
			Corrected 'Cannery' input2 (steel, aluminum) demand by moving the intended value from in2boost to in2demand. (x4).<br />
			Raised demand of 'Produce Farm' - Fertilizable from 0.5 to 1.0 so that fertilizer demand recovers.<br />
			Raised demand of 'Rubber Plantation' - Fertilizable from 0.5 to 1.0 so that fertilizer demand recovers.<br />
			Raised demand of 'Sugar Farm' - Fertilizable from 0.5 to 1.0 so that fertilizer demand recovers.<br />
			Corrected 'Munitions Factory' input2 (chemicals) demand by moving the intended value from in2boost to in2demand (x2).<br />
			Corrected 'Weapons Factory' input2 (rubber) demand by moving the intended value from in2boost to in2demand (x2), and raised rubber demand on entry 2 (x1) from 0.5 to 1.0 so that demand recovers.<br />
			Corrected urban demand for milk to match that of lumber and produce, so that demand recovers.<br />
			Updated version number to 1.57ddh.<br />
			 
		</p>
	</div>
</blockquote>

<p>
	Note: From my recent experience, guests can download from the download area, but cannot download files within forum posts. If you then create an account to question or comment on this, you'll notice that you can download from forum posts once you have an account.
</p>

<p>
	<a class="ipsAttachLink" data-fileid="3799" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=3799" rel="">RT2_PLAT 1.57ddh.zip</a> for standard CD installations of Railroad Tycoon II - Platinum
</p>

<p>
	<a class="ipsAttachLink" data-fileid="3810" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=3810" rel="">RT2_PLAT 1.57 GoG.zip</a> for GoG.com installations of Railroad Tycoon II - Platinum
</p>

<p>
	<a class="ipsAttachLink" data-fileid="3811" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=3811" rel="">RT2_Gold 1.57.zip</a> for standard CD installations of Railroad Tycoon II - Gold
</p>
]]></description><guid isPermaLink="false">27789</guid><pubDate>Thu, 09 Aug 2018 16:13:15 +0000</pubDate></item><item><title>Can't launch RT2 (v1.56) since last Win-7 update</title><link>https://forum.dune2k.com/topic/32079-cant-launch-rt2-v156-since-last-win-7-update/</link><description><![CDATA[<p>
	For a couple years now, I've needed to launch RT2 twice before it would actually "open". Now it just runs in the background without ever claiming the screen. Even though I don't play very often anymore, I'll be very sad if one of my favorite games has been obsolesced by Microshaft  <span><img alt=":(" data-emoticon="" height="20" src="https://forum.dune2k.com/uploads/emoticons/sad.png" srcset="https://forum.dune2k.com/uploads/emoticons/sad@2x.png 2x" title=":(" width="20" /></span>
</p>

<p>
	Does anyone have any suggestions?
</p>
]]></description><guid isPermaLink="false">32079</guid><pubDate>Wed, 17 Jan 2024 17:21:58 +0000</pubDate></item><item><title>Building tracks exploits?</title><link>https://forum.dune2k.com/topic/22963-building-tracks-exploits/</link><description><![CDATA[
<p>1. Just Recently i saw that you can upgrade your tracks to electric tracks at no cost.</p><p>Just put one electric track next to existing one, end extend it by only one track. It will cost you 0.</p><p>2. Building tracks is less expensive when you build it by one.</p><p>Just build one track, leave space, next track, leave space and so on.</p><p>Looks like this: - - - - - </p><p>Then you connect the holes, but also by one: --------</p><p>It's a cheap way to build long connections.</p><p>OFC you sometimes must build longer tracks, to avoid high grade.</p><p>But on the plains it's very cheap.</p><p>The same applies to expanding from one to two tracks - expand it by one, then connect the holes.</p><p>Hope you enjoy it ;)</p>
]]></description><guid isPermaLink="false">22963</guid><pubDate>Thu, 15 Jan 2009 17:32:26 +0000</pubDate></item><item><title>Walls come down (original campaign)</title><link>https://forum.dune2k.com/topic/22807-walls-come-down-original-campaign/</link><description><![CDATA[
<p>I have a ton of trouble getting a good start and winning this map. Funny thing is a long time ago I got the gold on this map but now I'm lucky to get the bronze. As I said my main problem is figuring out the best way to start. The difficulty really ramps up on the modern maps. Trains are expensive! for one thing. Do you set up passengers line early? I've tried to do that and it hasn't worked out. Concentrating on industry early also gives me no joy.</p><p>any tips for this scenario?</p><p>thx</p>
]]></description><guid isPermaLink="false">22807</guid><pubDate>Sun, 08 Jun 2008 05:24:33 +0000</pubDate></item><item><title>Beat each campaign level by 10 years before deadline</title><link>https://forum.dune2k.com/topic/31609-beat-each-campaign-level-by-10-years-before-deadline/</link><description><![CDATA[<p>
	(new to the forum, hi!)<br />
	<br />
	This was a real challenge, but now I think I've done it.
</p>

<p>
	First my challenge was to beat each level by 5 years before the deadline date. Now I think I can do it by 10 years. (excluding the day missions like Whistle Stops and Promises, and those weird commercial levels) I play the platinum edition, on hard difficulty of course.
</p>

<p>
	Difficult levels were: Elbow room, Eidelweiss express, New daylight express.  Feel free to ask me about any level.
</p>

<p>
	I've been keeping screenshots of all the successes, I started on the harder levels, so I've a few earlier ones to finish up.
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="504" style="height:auto;" width="1000" data-src="https://i.imgur.com/58zvcFS.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>

<p>
	Lets keep this amazing game alive!
</p>
]]></description><guid isPermaLink="false">31609</guid><pubDate>Tue, 04 Jul 2023 11:30:40 +0000</pubDate></item><item><title>Thrilled to Death (Figuratively, of Course)...</title><link>https://forum.dune2k.com/topic/32019-thrilled-to-death-figuratively-of-course/</link><description><![CDATA[<p>
	... to see this group still active.  I have been away for two (or three?) years.  Not from RRT2, but from this site.  As always, I find myself in need of a leg-up.  I have FINALLY jumped (fallen?) into the map-design pool.  I keep seeing references to a file named EDITOR.TXT but don't seem to be able to find it.  After posting this, I will look on the downloads tab, with fingers crossed.  I guess my actual question is this: does that file exist?  I have only found editor2.txt and editor3.txt in the GOG download.  I also have the RRT2 Platinum CD ... somewhere.
</p>

<p>
	Thanks in advance.  I look forward to resuming some conversations with y'all.
</p>
]]></description><guid isPermaLink="false">32019</guid><pubDate>Mon, 08 Jan 2024 21:09:09 +0000</pubDate></item><item><title>Making freight loads work in this game ... have I lost my touch? Or am I over-thinking things?</title><link>https://forum.dune2k.com/topic/31691-making-freight-loads-work-in-this-game-have-i-lost-my-touch-or-am-i-over-thinking-things/</link><description><![CDATA[<p>
	First off ... the joys of returning to a site you haven't been to in years/decades, and seeing if you can remember log-in credentials! Ha! Got it the first time!
</p>

<p>
	Secondly, I've returned to poking around at RRT2 for the first time in a few years, and after playing the first scenario a few times, I'm coming to ask why I even bother trying to run any freight trains. But I'm not sure if that applies to the whole game, or just to the very first scenario.
</p>

<p>
	The thing is, I can happily set up a railroad just running between Baltimore and Washington, and make mints off of just running pax and mail between those two spots. Maybe include a single train between Baltimore and Relay, more for a first successful train run that shows up in the first year. All these passenger trains make great money.
</p>

<p>
	Then I branch off a freight line or two, heavily supply an industry and send whatever that industry makes to the next city, and move tons of cargo, but make almost no money. I mean, one train running 4 cars of pax or mail between Baltimore and Washington makes 500-750k for a single trip, which takes it about a year. Meanwhile, wool to a factory, then goods to a city in a year the train makes maybe 50k in profit. Just seems like so little compared to the passenger trains.
</p>

<p>
	And can I just say I hate scenarios that start before stone bridges are available? For just my pax lines, I have three separate tracks with three bridges running between Baltimore and Washington, just to keep things moving because of how limited the only bridge type available at the beginning of the scenario is. (One bridge/track handles only the trains running from Batlimore to Washington, the second handles the trains going the other way from Washington to Baltimore. The third only handles that one lone car running between Baltimore and Relay, to keep it from delaying the more productive trains.)
</p>

<p>
	And I don't know if I started doing it years ago in this game, or picked it up in other games, but am I the only one who has different tracks and stations for freight as opposed to my passenger lines? I just don't want to slow down these hugely profitable pax lines (and that's even before the dining car or what's his name the manager is available) for the pennies I seem to make from the freight.
</p>

<p>
	Can freight be a lot more profitable than I am seeing in the first map, or is it something about this particular map that makes the freight seem so bad?
</p>
]]></description><guid isPermaLink="false">31691</guid><pubDate>Wed, 23 Aug 2023 20:42:51 +0000</pubDate></item><item><title>Birth of the Iron Horse - Campaign Discussion</title><link>https://forum.dune2k.com/topic/28731-birth-of-the-iron-horse-campaign-discussion/</link><description><![CDATA[<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Birth of an Iron Horse is the seventh mission in the classic campaign of the game Railroad Tycoon II.<br>
	Set in England, this mission is all about the 'personal net worth' and the stock market!</span><br style="background-color:#181818;color:#bfbfbf;font-size:14px;"><br><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">These were the win conditions. We start at 1835</span><br style="background-color:#181818;color:#bfbfbf;font-size:14px;"><strong style="background-color:#181818;color:#bfbfbf;font-size:14px;">Bronze: </strong><strong style="background-color:#181818;color:#bfbfbf;font-size:14px;">Highest Player Net Worth in 1855.</strong><br><strong style="background-color:#181818;color:#bfbfbf;font-size:14px;">Silver: </strong><strong style="background-color:#181818;color:#bfbfbf;font-size:14px;">Also have a player net worth of $10 million</strong><br><strong style="background-color:#181818;color:#bfbfbf;font-size:14px;">Gold: </strong><strong style="background-color:#181818;color:#bfbfbf;font-size:14px;">All of the above, but player net worth at $20 million. Company must also be sole-surviving railroad.</strong>
</p>

<p>
	So as this was a stock market game rather than a raid road scenario, i quickly setup routes between 3 important cities in south coast of England, which started generating revenues.<br>
	I took a bond and ensured that i purchased all the 'other investors' shares and got 100% ownership and we have to do that before your stock splits 2 for 1!<br><br>
	One i had 100% ownership, it was a matter of adding few more lines and issuing from my company and buying stock every year.<br>
	Then give yourself crazy dividends.<br><br><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="4412" href="https://forum.dune2k.com/uploads/monthly_2020_05/655689656_SH240003(1).jpg.f12229d84bc0b425b8deb9fb9492b4dc.jpg" rel=""><img alt="1536452326_SH240003(1).thumb.jpg.aa9f23c9ffd50e75370f784827db65ba.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="4412" data-ratio="75.00" width="1000" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2020_05/1536452326_SH240003(1).thumb.jpg.aa9f23c9ffd50e75370f784827db65ba.jpg"></a>
</p>

<p>
	Also i got stock of AI company that was doing well. I ignored the other non performing AI company.<br>
	I easily got  player net worth &gt; $20 million by the end of 1855 as you can see here<br><a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="4411" href="https://forum.dune2k.com/uploads/monthly_2020_05/SH240005.jpg.d92e1282e2328b0e4b8caafb7608ea90.jpg" rel=""><img alt="SH240005.thumb.jpg.69670eda06b27cbbff178e04bfb02d01.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="4411" data-ratio="75.00" width="1000" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2020_05/SH240005.thumb.jpg.69670eda06b27cbbff178e04bfb02d01.jpg"></a>
</p>

<p>
	The big trouble was being the lone surviving company.  How do we get that?  Whenever i merge a company, i fail !  Do i need to be majority share holder in all AI companies?<br>
	I guess i only focused on my company.<br>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>]]></description><guid isPermaLink="false">28731</guid><pubDate>Sun, 31 May 2020 15:53:42 +0000</pubDate></item></channel></rss>
