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Showing content with the highest reputation since 12/22/2019 in all areas

  1. 1 point
    Currently there are some tileset released throughout the forum. These tilesets lacks a ".ini" file which can help map creators to do maps more easily, grouping tiles and separated them so it's more easy to see, but also assigning a key on the keyboard to place these tiles withouth needing to open the whole tileset at all. Keep in mind that I am not the owner of the tileset itself; I am not changing any tile from that tileset or the attributes (if you can walk over that tile, build and so on), this is a non-invasive add-on to help modders. My plan goes to do it with all the old tileset that lacks such file: BLOXSNOW: Snow Cliff : Water Cliffs: Rivers: Coasts: Roads: Other details: BLOXTD: Ground Cliff: River: Coast: Road: Other specials: BLOXTEM: Ground cliff: Water Cliff: Rivers: Coast: Road: Other specials: BLOXINT: Gray Walls: Red Walls: Yellow Lines: (both version, ground and metal) Red lines: Other specials: Floor Shadows: (for this last one I am not sure fi some of these are suppose to be attached into another tile, just in case I place all of them separated). Now the custom .ini will show new colors on the minimap (only while modding): Here, the same map using 2 different tilesets: BLOXSNOW: BLOXTEM: Files: Todos Tilesets Personalizados.rar<-- This include all the .ini, all the bin and all the .r16 files needed. This file includes: BLOXBAT2: Luminar's night mission based on Bloxbat; I fixed the grey stuff from the spice so now the spice won't look weird. Normal spice. BLOXBGP: A Giedi Prime based. Normal spice. BLOXCRFT: Wacraft 2 winter tileset. Chopped trees as spice. BLOXHILN: A Heighliner tileset, to create the interior of a big Dune ship. box-crates as thin spice and "mini-repair-pad" as thick spice. BLOXINT: The interior of a building. Gold as thin spice, gems as thick spice. BLOXRETR: Dune 2 graphics tileset. Normal spice. BLOXSNOW: Snowdy map with rifts, rivers and roads. The spice it's gems. BLOXTD: Green land, rifts, water and roads. the spice it's tiberiun. BLOXTEM: Green land, rifts, water and roads. the spice it's gold. To make these tilesetes to appear you need the ".r16" files (same name) into the game's data folder; you can get these files by executing cncnet.exe or downloading the file I upload earlier, that have all needed to work with. If you have them already, place these ".ini" files into the folder "/tilesets" from the editor's path; the program should reconice then auto. Keep in mind you also need the "*.bin" files that are part of the tileset. Update: The new ".ini" will allow any modder to place spice directly into your map withouth switching into another tilesets.
  2. 1 point
    The map editor now supports editing actor properties such as owner, health, facing, and stance. The color chooser now allows you to save and restore your favorite colors.
  3. 1 point
    You can now save games: Other notable changes in Release 20191117 Significantly improved behavior for harvesters, attack-move, and unit repair Aircraft-based support powers can be given an attack direction The Death Hand missile now works like the original game Fixed various issues with left-click mouse controls
  4. 1 point
    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: 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. RT2_PLAT 1.57ddh.zip for standard CD installations of Railroad Tycoon II - Platinum RT2_PLAT 1.57 GoG.zip for GoG.com installations of Railroad Tycoon II - Platinum RT2_Gold 1.57.zip for standard CD installations of Railroad Tycoon II - Gold
  5. 1 point
  6. 1 point
    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.
  7. 1 point
    For anyone super curious, the first byte of column F in John2022's sietch structure is used to determine when a sietch can be discovered. For example, Tuono-Tabr is set to 02, so when the game stage variable is 02 (which it is when Leto orders you to find the stillsuit maker), the sietch becomes discoverable. The game stage only goes up to C8 (I think), so those locations set to FF are revealed through other events.
  8. 1 point
    I just spent 50 minutes replacing 700 trains. At around 500 I noticed that I could speed the process up by double-clicking on the new engine, a little quicker than moving down to the buy button. Then I had a look at the engine list view where you can see 5 (I originally incorrectly said 6) trains on a screen. There is a nice little replace button on each one! So I replaced the last 50 in under 2 minutes. At that pace I could have replaced 700 in less than 15 minutes! Maybe this is common practice for some of the experienced players here, but I am putting it out there for those who don't know. Hope this saves some time, so there's more time to have fun! PS. I wanted to insert an image to demonstrate, but I have NoScript in Firefox and I think there is conflict with the Posting system on here.
  9. 1 point
    There are different versions of the savegame. I tested this with the CD-version and the lists looked correctly. I made this page to collect all the info I could find, its on google pages - in the hope that spot will never vanish.. http://sites.google.com/site/duneeditor/savegame-editing Will have to add this excellent editor! It would be nice if would share the source code, I think there is still more to discover in the savegame, for example the ecology. As it seems the savegame 0 - is the data for starting the game, maybe it would be possible to create a different scenario for Dune. raising the difficulty, without changing the actual game code.
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