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CrownVic95 last won the day on October 22 2020

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  1. Jeffry, I tried to convey as politely as I could that I'm not interested in a pointless and baseless (on both sides) argument with you. Ten years? I have played this game nearly every day, well, nearly every week anyway, since it first hit the shelves in 1998. My experience does not support your contention. In fact, directly refutes it. I regret mentioning your past comments on this issue, but I did so in good faith trying to give you some benefit of the doubt. What I was saying is that, yes, there does seem to be something capable of playing around with growth rates in the game. I had hoped it might provide you with some food for thought, but instead you are insisting that that which I directly observed as solving my growth problem IS, in fact, the problem. Makes zero sense, and I'm not buyin' it. Now let's drop it....you'll see no more responses from me.
  2. Respectfully, Jeffry, there are no "random" bugs - just bugs we don't understand the triggers for. My experience with 1.56 (compared against 1.57ddh) is the opposite of yours, so I don't see how you can state "the stunting of towns or econ areas is a bug in v1.56" as though fact. I'm not going to get into the weeds with you on this, because neither of us can thoroughly explain in detail why we've seen what we've seen. Bossatchal, what's your experience with growth on this map? And what .exe version are you using?
  3. With this map, my early priority has always been to grow another town or two or three to the 4-house size that will demand passengers, mail, goods, and food. Then the game really takes off. I've been playing it a lot lately and have encountered a situation that has been brought up on another thread or two in the past. It has to do with modifying maps to place more buildings on maps. Early on when I first began to play this map - gosh, that was 9 years ago! - I found myself restarting it over and over in search of a desirable supply and demand layout scenario. Most generated randomly were dismal. So it wasn't long before I went into the editor and added several ports and industries and that made a huge positive difference while all but eliminating the need for restarts. The game really got going earlier and I was able to add towns with full demand sooner. Growth rate seemed at least as good, if not better than I was accustomed to. But the "better" part may have been simply the effect of more resources. Then, some time later, I ran across this thread. In it, Jeffry conjectured that "There's a game bug where placing any building will derail the automatic buildings in the whole city / economic area". That was not my experience with my mods to this map and I posted that in that thread. However, Jeffry being one of the most thoroughly knowledgeable here, I remembered that point and felt he must have had good reason for making it. Well, now several years later, I have experienced something very close to what Jeffry described....but here's what did it. Now, this is not a scientific study - just an observation I'm passing along. Remember when the1.57ddh patch was posted? I guess it was a couple of years back, but I didn't see it or start using it until early this year. A couple of months ago, Bossatchal drew my attention back to this map for the 1st time in a few years. All of my prior play had been on version 1.56. So..........a funny thing happened when I resumed play about two months ago with version 1.57 ddh. I saw next to no growth on the map. Played for more than 20 years and didn't get even one town to 4-house passenger demand level. All but dead - with no change in sight. By that time, back with 1.56, I typically saw 3 or 4 towns grown to vibrancy. I scratched my head for a good while, trying to understand what could have caused the difference. Then it hit me - nothing had changed except for moving to version 1.57ddh. So then I thought....if that version change really did it, then changing back to 1.56 should restore my growth. So I did - and it did! 😁 Back to 1.56 and back to 4 fast growing, bustling towns in 15 years or a little less. First try! And this with my modified map with additional ports, a textile mill, lumber mill, etc. Jeffry, I remember reading that you did your own game .exe mods some time back. I'm wondering if perhaps your no-growth observation could have been caused by that? Like mine was by going to 1.57ddh? If so, then the question would be why? How exactly was growth stunted by these mods, if it was? In my case, I can't imagine anything else that could explain it. Again, not a scientific study - just my observation, for what it's worth. Merry Christmas, everyone! 😀
  4. No, not completely. So, in that sense, I'm admittedly not ethically pure. I've never been a big meat eater, but I do enjoy pepperoni pizza, spaghetti w/meat sauce, and fast-food burgers and have all my life. That part hasn't changed, though I've given it some reflective thought. Those foods have been such an important part of my life that I guess I've sort of passively decided to forgive myself for continuing to enjoy them as long as I'm not part of the actual process that ends the animal's life. May sound silly, I know, but I just feel better without meat packing in my games. I don't have any problem with sheep getting regular haircuts, so I still make full use of the sheep farms when available and those are key resources on the Australia map.
  5. No problem....and I want to thank you for redirecting my attention to this map. I hadn't played it for several years while I was working on breaking my records on the Heartland map. But I got back into it yesterday and am enjoying it just like I used to. I love its laid-back play style with no time-urgent goals. I play a version that I modified with two main objectives in mind. About 10 years ago an empathy for the plight of gentle and innocent animals that we slaughter for food evolved in me. I began to view them as there, but for the grace of God, go I. So I disabled cattle yards and meat packing plants....and I do that for all maps that I play. There's no animal killing in my games. Second, I found that resources were extremely sparse in the majority of maps generated randomly. I got so tired of restarting games just to find one that was realistically playable that I decided to put in some resources that I could count on. So I placed a couple of permanent ports and modified their supply to furnish goods that would rarely, if ever, show up on random maps. Also paced a couple of industries too rarely seen. I like it much better this way, but some may prefer the cargo drought usually seen on the original map. Anyway, hope you enjoy it!
  6. Thanks. I, too, can't imagine there's any problem with replacing a lost file, so here it is. Australia - 1850 WA.zip
  7. I have it....in uncompressed form, at 2742kb. If I just attach it to a subsequent post, will others be able to download it? Sorry, I've never done any uploading here so not sure of the best way to go about this.
  8. There is a separate maps section here and downloads still work from there, but this map is not there. I have the file, but am not sure about the ethics of redistribution since we don't know why the map is not listed in the maps section.
  9. Hmmmm.......seems to be gone. Perhaps Drewski removed it for some reason? You could try messaging him, but he hasn't posted in over 4 years.
  10. 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.
  11. Ok, this morning I went into the editor as previously outlined, moved auto demand to the top, goods demand second, and rubber supply third. Started a new Heartland game and WOW! what a difference. Auto demand started at 7! in Gary, with its port. Small ported cities have always started with 4. Without a port, it would have no auto demand. So as play proceeded, demand dropped as expected after delivering autos, then recovered to 8 in my brief test. Fantastic! So.........it would seem that putting autos in the top spot in the editor does, indeed, make a big difference UNLESS the difference observed was due to changes made in the 157ddh patch. That possibility just occurred to me as this was the first game I've started from scratch after applying that update. I guess I would have to test again with a new game with the port data reset to default in order to know for sure whether it was the port change I made or that the patch was more effective than previously understood. I will do that at some point when I get around to it. But for now at least, the credit goes to you, Jeffry, thank you!
  12. Yeah, I figured him for about my age or maybe just a bit older.....which would put him born in the 40s. But that was just a guess. I sent him a message yesterday - no reply yet. I looked again at the port demand situation and found that what I said previously needs qualification. Autos are the top demanded cargo, but above them in the editor is the supplied rubber. It occurred to me that, in the scenario you suggested, perhaps it would make a difference if I were to slide the rubber supply to the bottom of the list, moving the demanded autos to the top slot in the editor. I'll play around with that tomorrow and report back with the result.
  13. Thanks, Jeffry. I did see the Fix Your Ports thread - read it 3 or 4 times - and each time was more convinced that it was over my head. A man has to know his limitations. 😉 Looked at your workaround as that is something I've done and can definitely handle. But the map I'm playing is Heartland and it's top port trade is autos....and they've always gone to zero after the first delivery. Could it be the other way around? The second tier trade is goods and they recover. But I surmised that was probably due to the separate city demand. On a different note, has anyone heard from Gwizz lately? His profile says his last visit was April 2017. His profile also says his birth date is 01/01/1918 - could that be? I hope he's doing ok.
  14. I changed computers a while back and haven't visited this forum in quite some time. I stumbled upon a couple of emails that went to my spam folder and they brought me back. This is terrific - thank you so much! For all these years I've lived with these famous demand glitches, and I figured they were the way it would always be. I applied this update this morning and am already seeing the difference in tire demand at my auto plants. Not to get greedy here, but the same demand glitch exists with autos at port cities. Once you deliver the first load of autos, demand stays at 0. Any chance you could address that one as well? Whether you can or not, many thanks! I wish I knew how how to do this myself. I did a lot of basic programming 30+ years ago, but have no idea how to get into these files.
  15. And you started in 1935? If so, that's amazing! I've never earned the secret gold, but got the regular gold several times years ago. Haven't tried for a while as I don't much enjoy playing the way you have to play to squeeze every last penny of revenue. I love micromanaging a few trains at the start of a game, but hate the drudgery it becomes with the dozens in play with a mature game. And I've never found a way to even approach gold level revenues without intense micromanagement. I'm sure I got the regular gold a time or two or three using the GG1. In fact, if I'm remembering correctly, it was easier using the GG1 if you picked the right cities as your hub of operations.
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