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Showing content with the highest reputation since 01/14/2020 in all areas

  1. 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.
  2. 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
  3. 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
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    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.
  6. 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.
  7. 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.
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