MaglevForever

Fedaykin
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About MaglevForever

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  1. 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
  2. There aren't too many good opportunities for "bear raids" during most plays, but they're fun when they show up. My experience is similar to Jeffry's, most AI don't make strong companies that are stable or slightly growing even in a steady economy for more than 17 or so years of game-play. This very much limits the upside one might gain as any jump up will likely be weak. Which leaves the main reason to wipe out AI chairmen's net worth. For this purpose it doesn't matter if you even lose a little money. I always target the stock of the company to which the AI chairmen have most exposure. If you really want to take it further, try to coax an AI chairman into a higher level of margin before the raid. You might even sell some of your stock to encourage him to buy it on margin at a "bargain" price. After the raid he might be completely wiped out.
  3. What is it with attachments disappearing? I hope whatever caused this to happen has been fixed. Here's the map file. If there was a readme, I'm sorry. I didn't find the original zip file. Australian National V0.91.zip
  4. I love this map. A quality freight-hauling map in the late 20th century. Many thanks to the author! Strategic possibilities and goals are good.. I also like the geography better than other Australia maps I have tried. The mountains there are modest in reality. On this map most engines are usable on routes that climb the Great Dividing Range not just those with an ocean of grunt. No need to place stations "on top of the cliff." My attention was drawn to this map because I was looking for maps that use AI with pre-built electric track and engines. It turns out that they behave fairly well here. Sometimes they will get stuck when non-electric routes are available thanks to your connections, but most of the time they behave, unlike on the US Crossroads map which I gave up on trying to fix. I didn't ask for permission to upload maps to the Downloads section as I haven't made any maps, but I would vote to put this one up there so more people can enjoy it.
  5. I realized that I was wrong with the last paragraph of my previous post. The dining car and caboose don't take up free slot when waiting for a load. However, these things restrict the possible options for better than 50% full when trains are set to wait-till-half-full. The reality is that the train isn't always waiting-to-fill. A certain portion of the time, especially in good economies, there will be an existing stack all ready to go. This is caused by the random timing of the generation of passengers and mail. When a stack is present, having the 5th and 6th cars with a possibility to fill will surely increase potential revenue. Since this is likely to happen in good economies, the extra revenue is not to be scoffed. There is a place to use the diner and caboose, but as I said I was tending not to use them with my latest play-style evolution. Diners only when micro-managing. The caboose when dictated by reliability, such as after a certain age of 3+ year old engines or if I get a severe down-turn. Some maps have higher robbery chance. It's hard to know without a look in the editor, but I don't think my recent plays involved any maps with many robbers. Placing the caboose is a safe play, but after playing this game so long I want to take a little risk that I can manage. Because of the aforementioned randomness of the generation, any potential advantage may not even eventuate in a certain play. It also comes down to how much effort such an advantage is worth. One could change consist according to economic state, for example: caboose and diner when below normal. This would make sense. But it does take some player effort. It's only a small thing after all, so not worth the effort if I have a ton of trains. PS . . . Edit . . . : Thought I would share an old thread about the economy that I recently read for the first time: https://forum.dune2k.com/topic/22750-managing-the-economy/?page=1. I would have liked some examples of the difference in medal time that Steve39 achieved by using this method. Some interesting strategy ideas to try to take on board, especially in regard to expansion. Personally, I will temper my efforts with the realization that a shortish period of poor economy can actually present some opportunities for electrification, mergers, etc..
  6. I had Locomotion years ago. Didn't play it that much. I also got frustrated when trying to build things in big cities, especially train stations. Airports were also a problem. The space crunch seems to be one of the "challenge" aspects of this series. I believe Locomotion has a leveling tool that can be exploited quite a bit. I'm not sure what the mobile TTD has or does not have. I think you can get more trains on a line by using one-way signals. Once again completely unsure if mobile TTD has that feature. Yeah, I can sort of understand the city growth being a bit random, but the industry growth in Locomotion seemed really weird to me. Often I had a large industry that had upgraded to high production which was getting 90%+ of it's output transported, but out of nowhere it would shrink. Next it might shrink some more before surging up again, seemingly at random. Maybe I just didn't love the game enough to spend the time to find the nuances involved. As you realize, you aren't likely to find any advanced players of this game here. I maybe made it to Medium level when I was playing Locomotion. It doesn't seem like a game that would be naturally good on a phone/notebook to me, but then again awhile back we had someone who was playing RTII on a PS2 where it's not even possible to save an in-progress game. If you enjoy it why not. Anyway, best of luck with the game!
  7. At first electric track was the problem, but with the addition of extra access restrictions for Amtrak, it doesn't matter any more. I replaced the GG1s with diesels and I get the same behavior. Even if I set the map so NO companies have access rights to that track, the clever computer wants to send an Amtrak train to Bangor. Really strange. If you should want to try it yourself please note that I am testing with a custom difficulty of +25% revenue for the AI. Shouldn't make a difference, but you never know. Yes, complete separation would be best. Still need to work out how to prevent the human player from sabotaging that setup. If I replace with diesels, a connection to Amtrak's tracks will probably encourage Amtrak to run on the player's track. In some cases, this might mean "free" money for the player. PS. Good info on the electrification of bridges bug. My preference is to avoid running on AI track all together, but will keep it in mind.
  8. Still pretty much on topic, but I found a slightly different case. This is in the map US Crossroads with the Amtrak company. Now the early versions cut passenger production completely so Amtrak is doomed, but version 1.01 that Jeffry cleaned up the code has got passengers back with decent haulage revenue only for Amtrak. Amtrak should make money with this version. Amtrak is running GG1s which means that it starts with electric track. However it is connected to your company, and in a high percentage of cases (80%+) the GG1 that leaves Washington at the start of the game will be turned back by the AI at the end of January, having traveled only a short distance towards Boston. The AI unloads this train, then re-routes it to Bangor which requires travel on your non-electric track. This train then blocks up Washington station. I tried making a special territory for Amtrak along it's existing lines and forbidding it access everywhere else. So the journey should no longer be possible. But it still does the same thing. Any ideas? This. So, how to prevent the AI routing to impossible places?
  9. As I said, focus on fewer, better routes meant that a medal that I previously thought was impossible came pretty easily. I have also struggled with the micro-managing mentality. One of my pitfalls was buying too many engines based on Boom time production levels and the burst production that express experiences. Then in poor economies I really struggled to keep all those engines meaningfully employed. Generally I look for whether the AI have evenly matched pairs of cities. If not, they will probably make all wait at the lean end hurting their profitability. Whether an AI's initial train will be loaded or not is a guess. If there is still cargo left in their station (peek from one of your train's routing page) that could be a clue that they started out empty. Sometimes it's possible to visually judge by watching their speed on a climb, but I don't know of a reliable insider-trading method. The Dining Car is +20% on Pax revenue. Lately I wasn't using a caboose or diner when not micro-managing. The wait-till-half-full option can be used to ensure a 1, 2 or 3 car train. I really want the maximum of 3 cars full. If I add one of these special cars to the train, one slot gets used.
  10. Thanks, Jeffry. I sent him a message.
  11. Gobalooper, not on topic but thought I might ask here anyway if that's ok. Any idea what map the link in this post originally pointed to? Right now, it's taking me to the administrator login for the old terminal location. Another post by the same author has a link for his map to the now defunct fileden dot com website. The second link in this post is for a modded exe to go along with the map. It's also pointing me to the administrator login on the old location. Also, I'm getting an error when looking in a thread entitled "Modding RT2" in which this member was active. Page 3 only has two posts. Pages 4 and 5 come up with an error: Sorry, there is a problem There are no posts to show Error code: 2F173/L
  12. Don't want to hijack a great map, so last question about the events. If GV3 isn't set to a number outside the "0-4" range, what test would you use to check that the activation event has fired? I suggest that you test it to see what rate each company actually sees. On this map the human player has a permanent -1 on prime rate and the AI a permanent -2. In Boom Times, it's 4% prime rate for the human and 3% prime rate for the AI. But the proof is in the interest rate received on positive cash balances in Boom Times. The human gets nothing, but the AI has a negative (-1%) effective rate, so it actually pays a small amount of interest. If you want to see for yourself, load up my saved game. The economy has boomed for the last 3 years. Compare the interest received/paid for my company versus the AI.
  13. Reasoning follows. Please let me know where I'm wrong as I'm happy to learn more about coding the events. The test GV3!=10, was to add a trigger that will ensure this solution is not active at game start. Must wait for the activation event. A later event to reset GV3 to 10 could be used to disable it as well. Of course, any value for GV3 can be used except 0-4. At game start it's 0 though, so an event is needed to set it outside that range. The number 10 was was just simple for the example. Testing against human players was intended so that this system will not be applied to the AI companies' prime rate. Is there a correct/better way to do this? This map currently uses a lower prime rate for AI companies. None of the events change the economic state. This map has a restricted stock market. Forget margin buying, it's also impossible to sell any of the stock you own. Part of the challenge. PS. I think there is a work-around to set a particular economic state, but it requires two events and was too complicated for this example. That's why I said to test in Boom Times. Work-around: One event to set economic state +4 to ensure Boom Times, then a second to actually set the level you want. Eg. -2 for Normal.
  14. Finally got "Gold" on the version 0.93. The wrong medal, Bronze, is awarded for the gold medal event. This was the only stubborn map left on my "fail" list. (Any suggestions?) I gave up a couple of times. As always, I'm playing at -25% human, +25% computer revenue. I played with the minimum AI, and neither of those chairmen started a company. I believe minimum AI is harder because any companies that the AI start will eventually be piles of cash available for around 50% off. It's possible to repeat this in a cycle since multiple new companies are allowed. I got the medal in a different way than the author suggested. I never started a new company. Instead, I played the stock market. Used the bulk-buy before good revenue followed by bulk-sell method to build up my net worth enough to effectively control the map. Once I was in control of the Penn Central, I set it up for the hauls and making the mergers. I would do all these actions on pause, then return to my original Bangor & Aristook whenever the game was running. This seed had 2 Logging Camps in Bangor and a Lumber Mill at Portland. I was playing around a lot with the start. Not sure how much difference a great seed makes. The holy grail may be an Iron Mine and Tool and Die. At least the way I play, personal net worth is far more important early on. Boom times came early in the game, I believe this was a help, not because it prevented me from doing some short-sells I had planned, but because it prevented the AI from gathering quite so much debt before I could get into position to help them. The stand-out feature of this map is that passengers and mail are almost non-existent, -99% production. A side-effect of the method used makes the AI strength random even though they have set routes. In every game, a somewhat random number of AI trains get assigned to wait for passengers (if they aren't setup in the editor for wait-till-completely full, this doesn't happen). These trains will not move unless you takeover the company and change their consist. This feature has quite a big impact on the way my games turn out. There's standard randoms of seeding and economic changes. This adds another dimension! After actually completing the map I would suggest that this feature is a positive overall. Saved game if anyone wants to see it. US Crossroads v0.93 Gold.zip Not pretty, but the job is done. Jeffry, I also looked at your version. Removing the restriction on passenger production makes sense for Amtrak, but also causes all the other AI to behave differently. I feared the AI would be more likely to go bankrupt hauling a mix of freight and low-value express, so I used the older version. Imagine fixing the port demands on this map in the hex, would completely ruin the challenge!
  15. Saved game from just before the medal. Run the game for a month if you want to see the difficulty level (285%) for yourself, but be warned as the score (855) may take up a spot on your high score list. Heartland 1948.zip Just before the saved game I have taken over 2 of the AI companies. Did this because I wasn't really keen on those chairmen starting new companies. Not giving them a chance here. I retired all their trains as human player revenue reduction (-25%) means they are loss-making. This cleans up the roster. If I was to continue playing I would connect the 6-house cities together with long-distance routes. For example: Dubuque to Atlanta; Toronto to Des Moines. Did I micro-manage? Yes. However, out of the 44 trains, 7 are freight, and another 8 are connecting 6-house towns. This leaves 29 that I was more actively managing. Compared to what I had going in East USA by letsdance, that's nothing. Essentially I kept this play much simpler because I was focused on the largest towns with the longest practical runs I could make. I have previously fallen into the trap of attempting to haul every load of cargo. Trying to relax out of that, and I think the result shows that there is no harm done. The main advantage over the GG1 is in the first 5 years or so. High express revenue is had with long distance. Think of it as how much extra track bonds will finance if it's not electric. Extra distance seems to outweigh the speed and reliability advantage of the GG1. My start track was Chicago to Cleveland, single with a passing section of double in the middle. Then I added St. Louis to Detroit. Next Minneapolis to Columbus. That and all subsequent routes have remained through the rest of the game. Because expansion was done with these relatively long routes, with the Prairie each leg had up to 2 years delay before it would start making money. During this delay, the extra costs, interest, fuel, and track maintenance, eat into the current revenue stream. For the first 5 years profit levels were choppy. The benefit of this is that I had time to grow my personal fortune by investing in the AI companies. When profits hit a trough I bought up stock in my company for a song. Other tricks I'm now using is to only build Small Hotels and Restaurants when money is tight. It only takes a little math to work out that +15% Pax revenue for $65k (Small) is better value for money than +25% for $175k. For an extra 10% we pay $110k. The Restaurant is not much better, for an extra $50k we receive 5%.