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i made repack of Emperor: battle for dune which include patch by Tom Mason who restored and patched the game for modern computers in professional manner. this is his web site https://wheybags.com/blog/emperor.html Works fine with HD resolutions on Windows 10, 11 on modern computers. You might get a virus warning, but it is a false alarm. Patch is made by professional programmer and developer, and it is safe. Easy to install simple launcher, no need for CD key, patched to 1.09 Online multiplayer fully restored with direct IP connection, deathmatch and Coop campaigns fully working. Easy to connect, you simply input IP address of the game host into launcher. Direct IP connection, no need for Hamachi or any LAN emulation Settings for multiplayer game speed in options are finally working, you can finally set normal game speed for multiplayer. you dont have to download multiple ISO files and patch, just download one single exe file install then run game with shortcut on desktop and play, all in one installer! also added 16:9 patch by Moro DOWNLOAD more information and online players you can find on our discord server2 points
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Hi, I just finished my new Sandworm update for Dune II that allows the user to actually train Sandworms from the barracks and order them from the CHOAM. I accomplished this by replacing the Soldier with the Sandworm. I have also updated the controls of the Sandworms so they now have the ability to Hunt. Each Sandworm you train/order will only eat once, so I made the cost very cheap so you can easily train/order more (but the game default Sandworms still eat 3 times). Also your enemies also have Sandworms, and your Sandworms can eat enemy Sandworms as well. FYI, it helps to build your barracks by the sand so that your Sandworms can deploy on their own, but if not, don't worry, they will be picked up by a Carryall. Yes, Sandworms will actually be picked up by a Carryall. Funny right? My update works for Dune II and Super Dune II. The zip file contains an updated version of Dune2.exe, a profile.ini file, and a basic test scenario to make it easy to test the update. I would also appreciate any feedback. If you are interested in my update, you can download the Zip File from the Google Drive Link below, or from the Download button below, or email me at jessemiv@yahoo.com and I can personally email the zip file. Enjoy! Shai Hulud. Zip File to download the update: https://drive.google.com/file/d/1KW_nuq7S2C31Adqz9K2D7zL5HFqREiVB/view?usp=drivesdk sandworm-update-video.mp4 Dune2 Sandworm Update V1.zip2 points
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for those with no attention span or who are only having a glance: CHECK THE FIRST POST UNDER THE OP FOR A PLAYABLE MISSION AND THE FULL / EXPANDED TILESET. THE OP HAS ADDITIONAL INFO AND A VANILLA-COMPATIBLE 800-TILES VERSION OF THE TILESET, WHICH MIGHT BE USEFUL FOR MAPPERS LOOKING TO MAP FOR CO-OP BECAUSE MULTIPLAYER DOESN'T HAVE THE COOL NEW FEATURES YET. HOPEFULLY SOON THOUGH. ANYWAY, YEAH. hallo. this thing is almost done, so I guess I'll put it out there kinda sorta maybe a little. technically the tileset is complete, but I'm still working on the playable example mission (check the post after the OP), and I'll be continuing to make tweaks to the tileset until that's done, so... ya know, it ain't official just yet it's official now! good luck and have fun! anyway, here's a full map image of the current state an earlier draft of the debut mission-to-be: and here's an image of just the starting area. this is the sort of thing that will be pictured in the tactical map, so it's not a spoiler. I mean, you clicked on this thread to get a look at the new tileset, yeah? surely this is fine! nobody had better come complaining to me later about spoilers when I hid the full map image!! this tileset is hand-drawn primarily by ZoeO, AKA my sister who did the lovely splash art for the Summers' Solstice campaign, among other things like those new Barracks we've been seeing in-game, the new smuggler sand mouse or mercenary rock dragon minimap emblems, and more this download link is for d2k editor v2.0-compatible mapping assets. again, nothing playable here just yet, but check the second post in this thread for a playable example mission. if you're a mapper and want to mess around with the tileset, knock your socks off with this zip. you can find a summarizing list of credits under the FAQs section around the bottom of this post. also included are .r16s of the recolored crater assets. auto-smooth works for water and water bridges too, making that easier to map with https://drive.google.com/file/d/1Gb2I4-xpLj1UG5rShNWdwna-RSloT6yG/view what's auto-smooth? it's that feature you might be familiar with from Arrakis maps that automatically paints borders. shift+click the edge of a whole buncha painted water tiles like the first screenie here, and you'll wind up with the second screenie. makes painting water or water bridges very simple and easy EDIT: I was made aware of an issue with auto-smoothing on vertical bridges. for some reason I'm not yet aware of, horizontal bridges are auto-smoothed perfectly around water, but vertical bridges are not. you can paint a vertical bridge on any other terrain, auto-smooth it there, and then use select mode to drop them where they're meant to be. my apologies for the inconvenience. also, the bridges MUST be square! they don't have turns and whatnot! EDIT 9/27/25: turns out there was a conflict between an editor attribute and the paint group vertical bridges are in. for some reason, that messes up auto-smooth. I updated the zip and moved the paint group over one. it's the same link; just redownload it and vertical bridges will auto-smooth as expected before I continue, here's a clip testing the first five minutes or so of the debut mission-to-be linked in the second post in this thread https://streamable.com/04dlae EDIT 9/27/25: also, I did a lot more polish on this here test mission. took some more clips, threw 'em up on Streamable... spoiler alert! https://streamable.com/g04e9w https://streamable.com/sxc06d https://streamable.com/9n5o07 https://streamable.com/eitr1b this is the entire mission, so, spoiler alert, obviously xD apologies for my cruddy macro; it was like 5 in the morning and we did some insomnia ahh gaming. still, this should be a decent showcase of the new features this mission is released, and you can find a link in the second post in this thread. I'll be working on the art assets for these new units now that the debut mission and the expanded tileset are released all that said, the details for that first Streamable link from before this edit in the post continue below: this streamable link will expire eventually, but it's here for now to give a peek at what will be the first playable mission, by me at least, on the tileset it's rough around the edges and totally unbalanced at this stage. my intent with this test was merely to examine the macro game rebalancing, and I got a pretty good look at how the early game goes. very safe build order, lots of production off two refs and four harvs with hard mode's build costs, and I would have had more income after getting a couple of rigs up on the southern island. when I tweak the AI so they don't send end-tech stuff in their first attack, this should feel pretty good anyway, below is a list of features, some purely about the aesthetic and some involving concepts and plans I have for this tileset. no spoilers, really, this is just hidden for the purpose of sectioning and condensing the thread. it features: I've been detailing progress on the creation of this tileset in a dedicated channel over in Feda's Landsraad discord server. if y'all wanna check out my diary, you can find it there. spoiler alert, obviously, but you could hang around the server anyway for all sorts of other d2k stuff. here's a link to the pinned thread which itself has a link to said server: I'll go on to elaborate on the development process and list answers to some frequently asked questions here though first, here are a buncha development screenies. apologies in advance for crashing your computer if you look under here; there are a ton of images. I guess maybe it might help that most of them are hidden under secondary spoilers? maybe? it is impossible to fathom how much effort this was without witnessing the absurdity of the development process. this is the extent of my sister's generosity - she's owed our highest praise for all her hard work! and I make sure any she receives is passed along to her, as she doesn't frequent this locale I will be doing my best to justify all her efforts: make this tileset simple to draw for other mappers through carefully customized editor presets, come up with remaps for Arrakis tilesets so they can be quickly converted, characterizing it strongly through a passionately-crafted series of campaigns including old and new factions... all that stuff here are some FAQs that's all for now. check back later the next post in this thread for the debut mission1 point
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Looks awesome... ... Went back to the start... watched the video... Wow.... Went back to the start again. Read it all. This is a remarkeble work dude!!! Many of us must have dreamt to be able to such a thing like what you did. You got an entire new theme to it all. Although, dark and purple is in these days. Yet, you just did it. My hats of for you. And your sister, she did an awesome job on the tileset etc. I couldn't help, but chuckle at the voice lines. Still, you got your own voice lines. Consider the chuckle as a nod to a job well done! I love to crush numbers. Care to share the stats you are using for your designs? Once you are done with the campaign etc. Would love to play it, if you know what I mean.1 point
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the time has come! https://drive.google.com/file/d/1vjWZ9eoLXpar6STEkWh8i9-ijP7VsRWz/ ^^^ you'll find it under "Atreides" in "All Missions" in the Mission Launcher, as "Arkanon Debut Mission." many thanks to, primarily, Nguyen, Fo-ehn and PsYcHo, for having a look at so many drafts of this debut mission! y'all really helped during the design process details and, if you need them, install instructions below: here's some info about the new guys' roster of units, or at least those that are finished so far, along with VA credits if the units have new voiceovers already that's all for now, guys. although this debut mission is a bit rough around the edges, I hope it proves to be a beautiful show of the new tileset, and a fun play nonetheless. it is NOT designed to be difficult, either, since it's meant to just show new stuff. still, you will find substantial differences between easy, normal and hard. even if it's easier on any of those difficulties than you might expect. enjoy! hopefully!! EDIT 9/30/25: I'm told that the debut mission is a little harder than expected xD at least on hard mode. so, umm... well, here's Nguyen's run from, uhh... today. and some other details about design goals and also a helpful build order in this section ah, I'm rambling. I have spritework to do, so I guess I'll get on with that. this all has merely been some insight into my thought process, I suppose EDIT 10/1/25: some other folks are saying the debut mission is not hard enough fine!! here's a "hell mode" version of the mission for y'all masochists out there then!!! https://drive.google.com/file/d/1kZOtzJr--mwttcEE1aHarocH-A_8X3_j this zip assumes you have the regular game assets in place from the first zip in this post, such as the cutting-edge exe. be sure to download that first! i also tested the first ~20m. seems totally doable to me! so, good luck! https://streamable.com/b8rwm8 https://streamable.com/23vtej i noticed the special weapons were broken due to an oversight in my last round of bug-fixing. that's only in these clips; they work properly in the uploaded draft if you thought easy was too easy or normal was too normal and want a bit more spice without going up to the level of hard in the prior version of the map, you can give them a shot in 'hell mode.' details for that are in this section here there. take it!! take it and like it!! EDIT 10/2/25: updated the regular version of the debut mission with the new sidebar icons, and moved them into their proper places. AK Lasgunners, Lyovros and Diakotns now are represented on the sidebar. this is just a cosmetic change, so... ya know, no worries about redownloading or replaying if you already checked out the map or w/e. just saying. it's the same link at the top of this post the unknown mimicry used by the Imperials doesn't have a sidebar icon yet, so that one's still got a placeholder if you happen to capture an Imperial Heavy Factory please note that if you redownload anyway and have a saved game on the version without the new sidebar icons, I expect that saved game would be broken! moving stuff around on the sidebar involves a mod change!1 point
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The answer is aggressive stock buyback thanks! The miscellaneous expense went to 89k one month at that AI company. It's a 3% fee for stock buyback 89/3*100=$3,566k which was the decrease in cash I was seeing. Thank you for the map editor suggestion. The map editor is less intimidating than I anticipated. I think next testing should be what changes to the map editor fix this issue. Map settings of note on the africa map: no assuming chairmanship, there is limited track building, computer ai is conservative in track expansion and aggressive in payout/stock buyback. The default having aggressive payout/stock buyback in computer ai makes this scenario much easier than Heartland. Extra info, Here is a list of things I can see that do not make up for the loss in cash: balance sheet jan 1st 2006 cash $1,869 buildings $1,464k land rights $0 track $1,642 trains $1,600 industry investment $0 Equity $6,575 stocks 254,000 shares outstanding trains: db18201 age 5 years age 5 years age 5 years age 1 years track cells remaining 271 Compare to in December when profits that year are 1,757k and annual cash flow due to dividend is -137k (most likely the dividend from dec hasn't been issued, so real amount might be around -120k) balance sheet dec 2006 cash $812k buildings $1,464k land rights $0 track $1,642 trains $1,600 industry investment $0 equity $5,519 stocks 211,000 shares outstanding trains: db18201 age 5 years age 5 years age 5 years age 1 years track cells remaining 2711 point
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Probably the cash reduces by agressive stock buyback and or dividend payout rather than by expansion. Check settings in the map editor and look at the companies books during play to confirm.1 point
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Railway Empire is a good game but can get expensive if you want all content. There is allegedly an editor of sorts bit only with the steam version as part of the steam workshop but I dont know - Kalypso sell via steam I believe . I got a free version from the epic game store (1 country only) and I bought all the content on offer from Good Old Games as I found the game to be OK. Neither of the games from those sources has any editor so once its done its done. Not bought the 2nd version but might if it ever goes on offer - I've never heard of an editor for that. It is a different game with some similarities so not directly compable to Railroad Tycoon 2. Its years since I played it. The video below may show how it works.1 point
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I'm so sorry, leechboi. It's been some time since I've visited this forum, so it's many years past when you left this message. I tried downloading the file you mention, and it no longer works for me either. I've done a search in my old drives, and couldn't find it anywhere in there. As such, like the programming for the RRT2 game itself (apparently), it is lost. My apologies for not noticing this earlier, but it's been several years since I've visited this forum.1 point
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When I signed up here back in 2004, one of the first FED2k people to greet me was Nema Fakei. He had a link in his signature that would lead to his homepage, which, among some other things, had re-arranged MIDI tunes from Cryo's Dune, Dune II, and a few other games. Unfortunately, his page is no longer up, and the Wayback Machine copy has not preserved the downloads. However, I downloaded those tunes back in the day, and recently rediscovered them among my backups, so I'm sharing them with whoever may find them useful. Personally, this is quite nostalgic for me. Nema_Fakei_MIDIs.zip1 point
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That's over 2 billion, which when expressing thousands would accommodate 2 trillion dollars, both plus and minus. Since RR Tycoon doesn't suffer inflation like the real world does, 2 trillion should be adequate for all cash amounts in the game.1 point
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With the unofficial patch and the opengl wrapper mod it works fine on Windows 11.1 point
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Nice work! Cool idea!1 point
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The station "receiving the delivery" drops in demand and recovers: one primary station and one secondary station if deliver to primary station -> 5 demand initially Jan 2029 drops to 4 demand one month later Feb 2029 2 demand after 6 pax car delivery in Mar 2029 Recuperates to 4 in Apr 2031 Recuperates to 5 in Dec 2031 if deliver to secondary station -> 4 demand initially Jan 2029 (starts at a lower demand) stays at 4 demand one month later Feb 2029 2 demand after 6 pax car delivery in Mar 2029 Recuperates to 4 in Apr 2031 (I didn't catch the exact month) Recuperates to 5 in Dec 2031 (I didn't catch the exact month) Both stations operate the same as far as I could tell. There was no noticeable difference between demand dropping in the primary and secondary stations. Am I answering your question? caveat: (it's possible if it's covering a city of 7, one station might slightly faster recover because the game might split the houses to be 4 at the primary station and 3 at the secondary, but I don't have motivation to be that precise).1 point
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Aha... It's that month delay that I never put together. When you delivered pax and the demand went down, did it decline at both stations (eventually), or just the one receiving the delivery?1 point
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ah, apologies that I haven't responded; we noticed this post but I was busy patching some other stuff ^^ for anyone else having the same issue, I'll elaborate: once upon a time, in order to play missions with mods, players had to copy the mod files into the folders and stuff themselves. it was a huge pain in the butt since you had to back up everything, and then replace later with the original files when you wanted to play different missions Feda's upgrades to the Mission Launcher do this on the back-end, automatically copying mod files under CustomCampaignData where they're needed, when they're needed, and then replacing them with backup files when you're finished with the mission. this is how the mod files from one campaign get into your main data folder in the first place as for why they remain there and why the Mission Launcher doesn't replace them with the backups, that probably has something to do with the read-write permissions of the install directory. I don't really know how it works, but what I do know is that trying different install directories or adjusting the permissions for the directory you install to can remedy this issue I hope that helps anybody encountering the same issue1 point
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By accident, I found an Easter Egg. Choose Crampton and the DB18-201 steam loco. Or choose Trevithick and the Class 232 loco. Instructions in this video:1 point
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I've finally figured out how to convert the bloody .CMP files in the emperor bag files. I'll soon attach all of them in this thread for the SFX. Emperor SFX.rar1 point
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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 - Gold1 point
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I've created a new fork of Dune Dynasty and continued development with v1.6.0 here: https://github.com/gameflorist/dunedynasty New features include: Support for HiDPI displays by adding new scaling factors Added multiplayer Added support for new music packs (the movies as well as Cryo's Dune) More control enhancements, in-game settings and many more fixes and improvements.1 point
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These are the official maps that are part of the campaign. I made it so you can play these maps in skirmish or online. With of course the exception of specific missions such as the homeworld invasion missions, capital missions, etc. Simply unpack everything into your "Maps" folder in the Emperor directory. EmperorCampaignMaps.zip1 point
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For anyone looking for a simple process to apply to all their maps (both campaign and scenario), you can use Powershell to do it quickly: Unpack RT2_Port.exe into "C:\Program Files (x86)\Steam\steamapps\common\Railroad Tycoon 2 Platinum\maps" - for a Steam install you can find this quickly by right-clicking the game as choosing "Manage" > "Browse Local Files" Open powershell and execute the below - you may need to run as admin depending on your account configuration cd "C:\Program Files (x86)\Steam\steamapps\common\Railroad Tycoon 2 Platinum\maps" ls *.MP2 | ForEach-Object { .\RT2_Port.exe -fw $_ }1 point
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Last night I got into a bind where my saved game would consistently crash RT2 a few moments after restarting the clock. The save was in mid December. Since there was a motion-freeze before any end-of-year events, I knew that the game was trying to do something complicated with an AI company (such as build track). Since the crash occurred before my events, I figured that the action chosen by the AI caused the crash. My investigation (and about a dozen reloads) revealed the problem: After futilely poking at many odd joints and ends of AI companies' tracks where builds might occur (in the forlorn hope that I'd disrupt the bad AI decision), I finally happened upon a corner of the map where my track intersected another company's track, and three of my trains were stuck waiting to get across. As it happened, the AI had a train that was "active" (hogging the track) but not moving -- a sign that it had no route to its destination. My trains were stuck with their noses pressed against this moribund AI train. So my idea for stirring the pot and get a non-crash result was to build a connector to fill a gap where the AI company's track had been destroyed by an earlier event. I ran the clock, and miracle of miracles, the AI's train pulled away, and my trains began pouring through. Then the year ended, the game froze to do its AI thinking, and instead of a crash all hell broke loose. This AI company had been the sickest of the sick companies still on the map, and it had picked this year to give up the ghost. Because of my game settings, its track was being deleted from the map (along with my three trains). RIP! Apparently, in its prior configuration, my trains' noses were so delicately balanced on the edge of the AI track that the deletion did not kill the trains, but the absence of track under them crashed the game. This then becomes the latest in a whole constellation of game bugs that crash the game by somehow producing a train without track under some part of it. For the curious, the easiest such bug to reproduce is the one where a naked engine pulls into a station, then you pause the game and delete the track it rode in on. Then you tell the train to pick up a few cars of anything, and then you restart the clock. As soon as the train puts on cars, it tries to put them on the track it rode in on, but that track is no longer there. The game crashes. Another such bug, much more difficult to reproduce, but virtually the same one I encountered above, is where an event deletes track in an area where trains are moving. There's a fine line between the point where a train gets deleted with a segment of track and where a train decides that it can go forward rather than reroute by bouncing. Unfortunately for the game, a train in motion can be beyond its fail-safe point and still not be deleted when the track in front of it vanishes. The timing is thin, but if you get "lucky", a track deletion event can catch a train on the edge. The train will then run off the end of the track and crash the game. The work-around is to program all track-destruction events to also contain the train-stop effect. This keeps them out of danger, but it also means that a trailing event needs to restore train-move rights if/when you want rebuilt track to be usable.1 point
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Thanks! The 0x3C is the ringing bell synth sound which Dune II used to play insome cases (e.g. no sound blaster or something of higher priority playing). I assume that's the "weird" sound you're referring to. I seem to have both synth and digitised samples enabled by default. I think I meant to change it play one or the other at random. Anyway, just change the (rather clumsy looking) "sounds are both"option to "digital".1 point
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My US History scenario is coming along nicely. Having started in the 1820s, I have entered events part way into the great depression. I have over 180 events already in, and I have about that many more to go (including all of the presidential election headlines). My objective is to teach some history by having players experience it. Most of the events are one-time headliners, but most of those cascade effects via variables to about 30 events I'll have at the bottom of the stack to do the heavy lifting against companies and territories. I've read elsewhere that too many events can cause crashes, but I've also read about track destruction under moving trains doing likewise. In my testing so far, having a long list of events does not crash the game as long as I am careful to always stop trains before disasters. I'll offer up my scenario to y'all later to replicate my testing. I've also read that having many events can slow the game. As a programmer with experience going back to the 70s, I have an eye for efficiency. Besides collapsing many events into simple one-timers backed up by a few generics, I am also distributing event load among year-start, month-start, month-end, year-end and company-start. I am also confident that hardware improvements in the decade since RRT2's release will render performance issues moot. Expect an alpha release before Christmas (2011)! (It will be bundled with a modded v1.56 that enables military industries and cargoes in time for the civil war) EDIT: Since the OP is easy to find, this is always the place to find the latest US History map attached EDIT: Most bugs are now "fixed". Event count is near 400. News headlines are being polished. EDIT 7-Oct-2011: I think it now works as intended (unless my last adjustments screwed up something else). It should now be ready for wider distribution, but I'll stand ready to make a patch if any new bugs are discovered. EDIT 7-Jan-2012: Added and tested Civil War arms race (North v South). It works if you have mil buildings and loads enabled, as in my mod of RT2_Plat.exe. I also corrected a subtle bug where some small sub-territories were falling through the cracks of certain events acting on their parent territories. EDIT 13-Jan-2012: Edited TGV events to reflect fix to game mod in another thread. The TGV introductions are now actually back to the order of the original game (which will please players who can't use the mod). EDIT 1-Feb-2012: Fixed some late-20th C bugs where having too much money fouls up triggers based on revenue (because interest income isn't included in "revenue", but but my "tax" miscellaneous charge is). I really hope these "fixes" stick because testing events in the 1970-2020 time frame is difficult for a scenario that can start in 1823! EDIT 7-Mar-2012: Only cosmetic changes to headline texts, reserved cells etc. The scenario finally seems to be running as intended. This zip file also includes my most recent mod of the platinum v1.56 patch and a couple data sheets to go with it. If you don't like (or can't use) mods, then just delete them. As always, back up files before replacing them with modded versions. EDIT 9-Apr-2012: Corrected some briefing texts, especially the earliest game start date in which a player can win silver or gold by starting a Mexican company. EDIT 28-Oct-2012: Cleaned up a few odds and ends (like making the waste delivered status vanish after 2017, when it becomes unimportant). Unless I messed something up, this map is now "done". EDIT 25-Jan-2013: I guess a programmer's job is never done! This version adds some snow events that slow trains in Canada every winter, and slow trains in blizzard-prone US territories in random (infrequent) winters. It also touches up the map and responds to some recent feedback. This zip includes a revised game mod that "fixes" some problems with managers' salaries. Most notably, I boosted Siemens from 6k to 86k so his massive 30% electric engine discount is something you might actually see when you can use him rather than seeing him only in the age of steam. I also finally hunted down and adjusted the TGVx intro date. I have included cargo, locomotive and manager spreadsheets to use as play-aids. I've also included the full EXE Data spreadsheet for anyone else who is interested in modding. EDIT 28-Feb-2013 (minor): Touched up some reserve cells and enhanced the George Pullman recruiting event. Now if you "buy" George, he stays bought even if you hire a different manager later. On Feb 1 every year, Mr Pullman will come back to you. As always, when substituting a modded EXE in place of an original, be sure that you've backed up the original (or last working copy). EDIT 27-Apr-13 (minor): Added WWI statuses; tweaked magnitudes in electric fuel events; tweaked advertising trigger; added "Obama Re-elected" historical event; pushed fictional future events 4-years forward. Mod adds 20% electric track build and electric engine maint bonuses to Siemens. EDIT 22-Aug-2014 (minor): Simplified (de-geeked) some text messages; Added E-track cells status; Fussed w rsv cells around Atlantic City; tried to protect against book-value overflow in nationalization income calc; shortened bankruptcy headline. EDIT 4-Sep-2014 (experimental): Patched map file attempting to fix demand recovery at ports. Created port-patch ('PP') version of map, adding new zip file for testing. "EXE Data.ods" updated too, but other files are unchanged. EDIT 24-Jan-2016: Finished testing patched ports. The map file retains a -P to remind everyone (especially me) that the map has had bytes tweaked (which will become untweaked if the port settings are ever edited again). I hope this is the final version of the map. Revised File "US History 201601.zip" contains: US History-P.MP2 (ports patched) RT2_PLAT.exe.j10 (modded v1.56 of CD version) default2.lng.x3 EXE Data.ods LocomotiveData.ods Cargo v156xj.ods Managers v156x10.xls US History 201601.zip1 point