Jump to content

kill723

Fremen
  • Posts

    15
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Alright, hopefully this clears things up. If all of these changes were your work, I'm sorry if it seems like I'm explaining it to you as a 5 year old. I guess I don't remember who implemented this change, but it's from the spreadsheet EXE Data under AltConv. The original game did not have the "if supplied with X, production is increased by Y" attribute on houses, only on livestock with grain and farms with fertilizer (I think, maybe I'm missing one). Whatever modded version of the game the EXE data spreadsheet goes to has this changed. Houses and townhouses provided with goods produce 50% more mail, I believe to simulate mail order goods (I like to think they're all Sears catalog houses). Late Pax (the year you get the news bulletin about the 707) also adds one for pax. From the game screenshot, when it's working as intended, you can see "if supplied with diesel, production is increased by -10%. Seems the game doesn't have "decreased" hardcoded in so it just drops in a negative sign. Jeffry you're right, there is no conversion of diesel to pax. What you say though is true, it shouldn't bugger the game. As an experiment, I made a test world with no fertilizer and plopped in a farm. The farm still produces cotton even though fertilizer doesn't exist. That seems to go against what I had just said about the pax only breaking when diesel isn't available, so I guess I really don't know. All I do know is editing the exe is a massive headache.
  2. It has obviously been a very long time, for me anyway, but on Christmas at 12:30 in the morning, I finally figured out the issue. This evening I decided I'd try to get to the bottom of it once and for all, after two previous failed attempts. All the maps that PAX disappear on are maps where diesel isn't an available cargo. I can't believe I Didn't think of that before, it's just so obvious. You can't have a conditional production using a cargo type that doesn't exist. I still think that the idea was very smart though, so it's a shame that it only works on some of the maps.
  3. I've decided to open the hex editor once again to try and tackle this problem. My first thought was to remove the diesel demand to see if I could at least get pax to reappear. Attempt one brought back pax to the menu, but with an unintended side effect. Attempt two was more successful. The "if supplied" statement now shows up as 0%, so I guess that means nothing happens? I don't know why it's choosing to include this. I messed around with a few more values, and managed to get "if supplied with rubber, pax reduce by 9%" to work. For whatever reason, though, when I put in diesel (30), it just disappears. I'll upload my "pax increase by 0%" file here. If you want to try and look at it yourself, here's what you need to know. The house conversion is in line 0x001404B0, and the townhouse conversion is in line 0x00143130. You can also search for 1958 as a value, not a hex address, using the excel map as a guide. The cell marked as 1E (value is 30) is the diesel cell, and the next few govern its production rate (-10% or otherwise). I think the inclusion of this feature to represent gasoline was really creative, but it's a shame it has this weird bug tagging along. Hopefully we can get it fixed. Until then, I will keep playing on my "pax increase by 0%" file. pax increase 0 percent.EXE
  4. (Merging my earlier post with this one so they're not spread across two different pages.) jeffryfisher The if-then effect you describe looks like one map's event, not a global program feature. Can you go back and tell us exactly where you saw the diesel-pax decline. documented? Thanks, Jeff kill723 I found that in one of your posts from several years ago, you stated "One change that I have made is to add a city demand for diesel (representing gasoline) after about 1950." https://forum.dune2k.com/topic/23879-historical-rt2-mod/?do=findComment&comment=374634 I decided to check the following scenarios from the Second Century Campaign and this is what I found. All of these were tested with Jeffry's EXE. Amtrak West, pax missing, high pax traffic (same place where you pick regional costs of fuel) Elbow Room, pax present, high Super Trains (France with no freight), no pax, high Antarctica, pax missing, high Remember America, pax present, normal Island of Hope (Africa), pax missing, normal Austria, pax missing, high For a moment I thought I was onto something, thinking "the maps with high passenger traffic are causing the issue," until I noticed that Elbow Room has high traffic as well. I originally thought that it was some sort of extra challenge that had been added, and it kind of makes sense. Pax traffic fell off a cliff around this time. But I know it's not because of the Amtrak West scenario. Why would a scenario focused on Amtrak not have pax? Any idea on what's this causing this or how to fix it?
  5. I took a closer look at my game, and I found something very interesting. Passengers may not be showing up in the menu anymore, but they're still being loaded by trains. It's as if they've just been turned invisible. Watch train number 18. It's clearly still loading passengers, even though they're not displayed in the cargo menu or the route screen. It also shows that passengers are still demanded by stations. Even if the game is technically unchanged, I'd like to fix this if possible. Any thoughts? d2261ae1d261d51edd443145ca734c9f.mp4
  6. I found that in one of your posts from several years ago, you stated "One change that I have made is to add a city demand for diesel (representing gasoline) after about 1950." https://forum.dune2k.com/topic/23879-historical-rt2-mod/?do=findComment&comment=374634 I decided to check the following scenarios from the Second Century Campaign and this is what I found. All of these were tested with Jeffry's EXE. Amtrak West, pax missing, high pax traffic (same place where you pick regional costs of fuel) Elbow Room, pax present, high Super Trains (France with no freight), no pax, high Antarctica, pax missing, high Remember America, pax present, normal Island of Hope (Africa), pax missing, normal Austria, pax missing, high For a moment I thought I was onto something, thinking "the maps with high passenger traffic are causing the issue," until I noticed that Elbow Room has high traffic as well. I originally thought that it was some sort of extra challenge that had been added, and it kind of makes sense. Pax traffic fell off a cliff around this time. But I know it's not because of the Amtrak West scenario. Why would a scenario focused on Amtrak not have pax? Any idea on what's this causing this or how to fix it?
  7. I used the hex editor to make a few changes myself, and Jeffry has created an excel file that serves as a rough map through the EXE file. What exactly were you hoping to change?
  8. Sorry for the double post. I originally posted this in the Map discussion forum and am not sure how to delete it. Posting it here for better viability. I've been playing through the Second Campaign (the Austria map specifically) using my modified version of jeffry's US History/1.56+ EXE , and I just came across something unusual, to say the least. In 1958, passengers just disappear. I've checked the Amtrak West map and also found passengers missing; however, the Elbow Room (drain the Mediterranean) map does not have this issue. Jeffry's EXE adds a "If X, production is changed by Y" condition in 1958, saying that houses supplied with diesel will decrease passenger production by 10%. Could that be related to the issue I'm having? Using Jeffry's EXE also results in missing passengers Is this somehow intentional, or have I stumbled across a bug that we've yet to uncover?
  9. I've been playing through the Second Campaign (the Austria map specifically) using my modified version of jeffry's US History/1.56+ EXE , and I just came across something unusual, to say the least. In 1958, passengers just disappear. I've checked the Amtrak West map and also found passengers missing; however, the Elbow Room (drain the Mediterranean) map does not have this issue. Jeffry's EXE adds a "If X, production is changed by Y" condition in 1958, saying that houses supplied with diesel will decrease passenger production by 10%. Could that be related to the issue I'm having? Using Jeffry's EXE also results in missing passengers Is this somehow intentional, or have I stumbled across a bug that we've yet to uncover?
  10. Alright, if I play through your US History map, I'll use the previous EXE for it. Thanks for letting me know about it.
  11. I totally get pausing the game to analyze it, takes me ages to decide where to start and which route is the most efficient.
  12. These files, I'm unable to download them
  13. Hey all, I'm looking to start playing multiplayer, as I've played RT2 for over 15 years but never actually tried the multiplayer. Could someone please walk me through setting up multiplayer? I can play a game or two with you as a token of my gratitude!
  14. I'm trying to download these files but I keep getting files with 0 size. Could someone upload them elsewhere and send them to me, or post new versions here?
×
×
  • Create New...