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MaglevForever last won the day on June 16

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About MaglevForever

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  1. MaglevForever

    Cargo Data for v1.56 (ripped from EXE file)

    Sorry, I missed your post. 1. In the later version of EXE data included with his US History map, this column isn't called "Rot factor" but rather "Distance Factor." Actually, these numbers don't line up with either set of values you mentioned in the official documentation. For example Mail's Rot Factor in the table is 10, Passengers 8 and Milk 5. The file shows: 0.54, 0.45 and 0.32. Ship data has only two freight values 0.1 or 0.2. The data in the file has a wide range of values across all cargoes. This is confusing to say the least. Some people have said that it appeared that the ship distance criteria was accurate. Those with 0.2 seemed to benefit from longer hauls. My own experience lines up with this. Food is worth hauling long distance, Lumber is not. The only mention of rot in the strategy guide is this: My personal take is that game date has the biggest influence on "rot factor", which is why the list was only put in the appendix. But it's not that easy, the very next sentence links "days to deliver" with time sensitive, which with a basic understanding and context could be assumed to be "speed of delivery." So my speculation is that both are used to determine rate of revenue loss aboard a loaded train. I haven't experimented with the EXE file myself, but surely this theory could be tested easily if you control everything else, but just change the "days to deliver" on a specific cargo? If someone doesn't try it sometime, I might even try to poke around in the hex editor to test this idea. 2. This means that there is a station building that affects that cargo. For example the Refrigerated Storage building affects Produce and Milk.
  2. MaglevForever

    Cascadia by Nick Bennett

    A picture will probably be best. These trains can pass through one another without conflict. PS. I don't know the correct naming. I just had to refer to it somehow.
  3. MaglevForever

    Cascadia by Nick Bennett

    I agree! Your summary of the map is well put together. Were you using the "exploit" of no-conflict X crossings :: diagonal tracks intersecting on grid corners? I always play with custom -25% revenue modifier. Perhaps this is partly the reason that I had some trouble with generating money, but more likely I missed somethings or pushed too hard for somethings. In terms of the seeding of Coal Mines, Dairy Processor, Chemicals, Tool Maker etc.. I'm not one to restart if I don't find the perfect one, if you follow the link below you will see I played a seed with no Cement Mill on the map till 2115. I always took an imperfect placement as part of the difficulty. Actually there is a test version of this which has an extra military outpost (Warm Springs) here: https://forum.dune2k.com/topic/26099-cascadia-from-difficult-to-insane/?do=findComment&comment=384713
  4. MaglevForever

    Cascadia by Nick Bennett

    Hi, I like this map too, I put together a little summary that might help. Sorry it's a bit late. This map is more difficult than usual to make money on. Because of the scale and time period, revenue drops quite quickly during transit. Lines need to be as straight as possible. The way I have always played it is to have some services to make money such as the primary Eugene to New Salem express service. I accept that the strategic deliveries will run at a loss, the bugged port deliveries sort of ensure this. I know ports can be fixed, but the map was balanced this way. I go for lowest cost on the hauls. I like to retain Herbert Garatt as manager. Unconnected track is allowed, so one strategy option is to setup some secondary money making services in the east. This area is flat enough. But need to have at least 6 house towns and preferably 8 before seriously looking into bond financing. The main valley does get crowded. But hauling more Milk will earn enough track allowance to build a second line for slow freight. Depoting freight for the switch to faster trains works too. There is a realistic path through the mountains of lower than 4%. Follow the river Eugene-Lowell-Oakridge. Head a little north to find a valley with a gentle slope to climb the range. At the pass go south again before heading east into Wickup. Lastly, be patient. The map lasts 40 years. Don't over-do the bonds which are expensive, especially for the haulage that wont make a big return anyway. PS. Your shop will expand to make new engines a couple times during the game, you were almost to the second wave.
  5. MaglevForever

    Industry and Locomotive Charts Requested

    Many attachments have been corrupted/lost for some reason. The links in this thread to Hawk's site are not working either. The site is still there, but in 10 years probably the organization changed. Most RT3 players hang out over there. Let's see how long these attachments last. RT3_Locomotive_List_v1.06.zip RT3_Industry_Charts_v1.06.zip
  6. MaglevForever

    Terra Aqueous (tweaked)

    It's not really a secret that I was trying to help out. Diablo, I apologize for not saying something yet, thought about it, no excuse. I only started the map a couple times without noticing a problem, maybe there were some I didn't notice since most towns with hand-placed Steel Mills that are prone to this behavior are near the edge of the map. Really there are only 3 or 4 towns that may "ghost." Just now I restarted a bunch of times and the majority are randomly showing some "ghost" towns with the hand-placed Steel Mills but no houses. I found that changing the city size from "Town" to "City" virtually took the problem away. The bug hasn't been documented well. Still if you want to avoid some potential randomness, better to avoid it. Jeffry, was there another mention, something about a Tire Factory somewhere? I couldn't find it with a search. Also, I was trying to help get the "Set Building Cost" event to work. No success. Do you know anything about it?
  7. MaglevForever

    Tweaked revision South East Asia map

    In order for the condition of highest book value to be relevant, I would suggest adjusting their Dividend Payout / Stock Buyback to None. Stock buybacks limit highest book value for the AI. They will then tend to build stacks of cash. To prevent the player from exploiting these mergers would also need to be turned off. You could go further and select chairmen who are likely to Expand Rails. For example, Cecil Rhodes, James Hill, Charles Crocker, Isambard Brunel, etc. Look in the folder of your RTII install for a file named "Strategy Guide". There's a section called Tycoon Tendencies. The goals for the industry investment and profits are very low @: 3000 and 2000. Perhaps you meant $3000000 investments and $2000000 profits?
  8. MaglevForever

    Revised Israel Map

    I don't check my messages too often but I eventually replied. I reported that I made a mistake. Decreasing train safety by 99% is not 10x normal, but 100x normal breakdown chance. This is the maximum on an exponential type scale - increases very rapidly towards the maximum.
  9. MaglevForever

    Revised Israel Map

    I played it using the F3. Didn't work well during the period 1948-1951, but still got a gold medal. Electric track cost means initial profits would be smaller, but the GG1's Outstanding reliability makes it the only usable engine during the war with Syria. I saw a breakdown chance of 2490.2% with my F3 approaching Jerusalem, it broke down twice going up the hill and two-thirds of my engines crashed. The map adds more than +100% risk to Train Safety when combining the effects of different. After a little investigation it seems that the way this is modeled is that the max can be +99% which equates to about 10x normal. An exponential situation which gets more sensitive to adjustment on approach to the max of +99%. I'm pretty sure the guy who made the map never understood this since he went over the 99% limit. Thought I should mention this info in case you want to correct that or make other adjustments. I have a suggestion to clarify the briefing that you are required to reach $5M profits in a year AFTER you have reached the other goals. It doesn't count if you reach that target before the others. PS. For the record, Train Safety seems to be a map-wide control. I also discovered that if you don't start a company until August 1948, the war events never fire! A bit tempting. Also a cutting through Mount Carmel will pay for itself very quickly.
  10. MaglevForever

    challenging Eastern USA

    Is it worth making a thread to be used as a list to be updated if and when discoveries are made? I would like to know what combinations of effects could be used to improve cornering speeds. Laying straight lines across the map gets boring after awhile.
  11. MaglevForever

    Why no response from Terminal contact email?

    Hi, I'll happily try the revised map.
  12. Yes, the game allows unlimited consecutive successful merger attempts. However, after each unsuccessful attempt there is a "cool off" period of one year in which time no merger attempt can be made. The game enforces this based on the advice of "investment bankers." As long as you have a majority stake in the company in question you aren't chancing the odds for an unsuccessful attempt.
  13. I haven't played the map. I'm not sure the setup was well-thought out either. Looking at the events I can see that you can never expand out of your starting territory. All access rights are awarded at the start of the game. If you or the other players start a new company none of them will be able to do anything useful. Also, when you takeover the AI companies you will never be able to do anything useful with their assets. The premise of rewarding lower speeds is intriguing. The gold medal is only available in the year 2000, no matter how quickly you meet the objectives. It's a survival theme. Which is really a hard thing to pull off for players of different abilities across different difficulty levels. Too easy to make money and it becomes a survival "cruise", which isn't what I look for in a game. The only reliable way I know to disable the players is dirty: gain majority ownership in all companies and then manipulate their companies into bankruptcy oblivion. Care must be taken to leave them with a very low or preferably negative cash balance. I don't like this style of play, but just sharing it as an option. The AI don't tend to do well after about year 30 when they start replacing engines every year, game bug, so you could hope that they bankrupt themselves, but that will depend on the computer revenue setting, and cities are placed so that I suspect it wont always happen. Problem would be that even when their companies are in tatters their personal cash situation will probably be healthy enough to start a new company especially if they were paying dividends. You can do some pure stock market manipulations to personally bankrupt them, such as bear raid as Jeffry suggested, if you have a large enough position in the market that you can take a personal hit. This is more like an off-chance for experienced players. The other chance is that you wait till year 2000, then make the mergers in one month and hope that the AI wont start a new company over the end/beginning of month cycle. Gold Medal fires at beginning of month during year 2000. If you save the game at the end of 1999 so you can go back there's a good chance you will get it in a few attempts.
  14. MaglevForever

    South Africa victory requirements

    There is a bug in the Cape Town connection event which I fixed. See this thread: https://forum.dune2k.com/topic/27168-south-africa/ Use the fixed version for future plays so you can get a medal.
  15. If there's a limit on track building that fulfills the condition of "cannot build a short-line". And we see the same thing. A random name for company with pure cash. Such companies can be used for personal gain. Short them for a year or two, until their stock price drops since they have no earnings, then merge them for free cash around 50 cents on the dollar. PS. I've been keeping half an eye on Project Automata It's a new game that some guys are trying to make. They failed Kickstarter funding, but I think they are still working on the game. The game isn't mainly focused on railways, it has trucks, boats etc. and has more focus on industrial production. I can't see it replacing RTII, but it might be interesting. I mention it because they hope to use Artificial Learning for their AI. They don't give lots of info, but most of it is in this video: https://www.youtube.com/watch?v=2QaWrrAfm_U