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RSH

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  1. 774 downloads

    Goal: Singleplayer: Northern Utah and southern Idaho, with a touch of Wyoming. Get the Gold by connecting five locatons... Bronze requires you to connect Minidoka in the northwest and Logan in the center and Fort Duchesne in the southeast. For Silver also connect to Ibapah in the southwest. Get the Gold by also connecting to Daniel in the northeast. To get the Gold you also need to make $100,000,000 in industry profits in any one year. You should be able to do this WITHOUT using any LONG tunnels. Only the first 150 tunnel sections will be affordable. After that the price per tunnel section goes up 150,000,000%. The occasional short tunnel is what the pioneer railroad builders used, after all. You should also be able to do it without any grade greater than 5 or 6%, not counting any weird and wonderful grades created by building a station or other facility. Only you will know how well you have done against this last target. You have 100 year, whatever year you started in. Multiplayer: The race is on... Connect Minidoka to Fort Duchesne AND connect Ibapah to Daniel. It must be YOUR company's stations that are connected. If you do that first you win. You also need to make $100,000,000 in industry profits in ONE calendar year. Once you have built 150 tunnel sections, the cost will go up 150,000,000% for each additional tunnel section, so you need to go carefully up and down the mountains, diagonally. Other than that, anything goes, and you have 100 years from whatever year you have agreed to start in for your multi-player game. Author's Comments: Warehouses and ports are far more restricted in number and location than before. There will now be no more than 1 where before there might have been 5 or more. You can follow the original path of the Transcontinental Railroad by connecting, from west to east [or east to west], those towns and cities with a * after their name. The western point is made up and named CP W Exit. The list is as follows, from there east to Granger, Wyoming: CP W Exit, Lucin, Bovine, Terrace, Matlin, Ombey, Kelton, Seco, Lake, Rozel, Kolmar, Balfour, Corrine, Bonneville, Ogden, Peterson, Morgan, Croydon, Echo, Emory, Wasatch, Evanston, Millis, Hilliard, Aspin, Tapioca, Piedmont, Leroy, Bridger, Carter, Hampton, Church Buttes, Garrett, Granger The majority of these locations are very small as they were little more than junction or service points for the original railroad, and some no longer exist. The winning conditions have been fixed up so that they work correctly, and the reporting in the newspaper and annual report have been fixed so that they too work correctly. You can now start anytime between 1830 and 2000, and have 100 years to win the Gold whenever you start. In multiplayer mode, it is similar but NOT identical. The first to connect two cities from the south-west to the north-east and another two cities from the north-west to the south-east and also meet the other requirements as stated will win the game. Logan is NOT a required connection in multiplayer mode. It will play differently every time you play it, and will play differently depending on which version of Railroad Tycoon 3 you are using. I suspect that version 1.04 with its changes to the way the elevations change and where you can build are handled, when it comes out in a few weeks, will also make the game play very differently again. To quote Kriss from Sussex, England "Played CV starting 3 different dates & got 3 completely different games. My advice, bottle & sell it, I am impressed.... thanks for hours of fun."
  2. The map is being emailed to the moderator as it will NOT load via the attach below. This is the same map with the following changes and/or additions: Warehouses and ports are far more restricted in number and location than before. There will now be no more than 1 where before there might have been 5 or more. You can follow the original path of the Transcontinental Railroad by connecting, from west to east [or east to west], those towns and cities with a * after their name. The western point is made up and named CP W Exit. The list is as follows, from there east to Granger, Wyoming: CP W Exit, Lucin, Bovine, Terrace, Matlin, Ombey, Kelton, Seco, Lake, Rozel, Kolmar, Balfour, Corrine, Bonneville, Ogden, Peterson, Morgan, Croydon, Echo, Emory, Wasatch, Evanston, Millis, Hilliard, Aspin, Tapioca, Piedmont, Leroy, Bridger, Carter, Hampton, Church Buttes, Garrett, Granger The majority of these locations are very small as they were little more than junction or service points for the original railroad, and some no longer exist. The winning conditions have been fixed up so that they work correctly, and the reporting in the newspaper and annual report have been fixed so that they too work correctly. You can now start anytime between 1830 and 2000, and have 100 years to win the Gold whenever you start. In multiplayer mode, it is similar but NOT identical. The first to connect two cities from the south-west to the north-east and another two cities from the north-west to the south-east and also meet the other requirements as stated will win the game. Logan is NOT a required connection in multiplayer mode. It will play differently every time you play it, and will play differently depending on which version of Railroad Tycoon 3 you are using. I suspect that version 1.04 with its changes to the way the elevations change and where you can build are handled, when it comes out in a few weeks, will also make the game play very differently again. To quote Kriss from Sussex, England "Played CV starting 3 different dates & got 3 completely different games. My advice, bottle & sell it, I am impressed.... thanks for hours of fun."
  3. Phil has mentioned in the Gathering's general forum that the 1.04 patch will address the disruption of elevations by placement of buildings in two ways. Railroad type buildings [stations, etc.] will NOT disrupt the way they do at present] and other buildings [Post Offices, plants, hotels, etc.,] will not be permitted on 'steep' hillsides where they cause disruption. How one defines 'steep' and what one does when building [in the Andies, for example] where everything is hillsides is not covered... Anyway, they are working on the 1.04 patch.
  4. TGA only Red is either land or water and needs to be left red (water) or changed to pure black (land at sea level) - Look at the red in Holland and it is all land that is below sea level, so it is red, and should be changed to black. Look at the Caspian Sea and it is red because it is water. Look for ANY red and determine what it is to be. THEN the yellow can be changed to red and, along the coasts, individual yellow pixels changed to red or black depending on whether you want them to be water or land. Then import into the RT3 map maker and away you go. I recommend a first try using .2 1 and 1 for the three values the program asks for, as I generally find that 1 kilometer is 1 in the first value, while 2 is .5 and .5 is 2, and so on. Look at the Alps and Balkans and then decide what value works best. If there are any spikes right along the coast line, look at individual pixels and see if there are any with a HIGH green value. A green value of 0 applies to the first 255 meters above sea level. 1 covers the next 256 meters, 2 the next 256 and so on, so unless we are talking about a 1 mile high cliff you should NOT see a 3 or higher green value immediately adjacent to the ocean. If you find such 'splikes' remove the green value to 0 - it is a result of the GIS program trying to find a value in between the NO value of the area that is now yellow or black, and the areas that had a value and are either red or looking blue with a touch of green. Information on the map: Equidistant Conic projection Cones at 45 and 60 degrees Central Longitude at 20 degrees east Bondaries at 70N 35N 9.5W and 50E Note that in real life the latitudes are curved but I allowed the GIS program to crop into a rectangular shape. 1024 in only one direction - East-West Less in the North South direction. You are asked to put the following labels in the map in the ocean area TorontoRSH © 2003 5220 meters per pixel Enjoy... RSH [attachment archived by Gobalopper]
  5. Find the pink and change it as it is all BELOW sea level and if I had left it red it would be ocean. All the rest is just fine and ready to go. Scale is 6000 meters is one pixel. Equidistant conic projection. At 6000 meters is one pixel I would guess that .17 1 1 would be good values re elevation.[attachment archived by Gobalopper]
  6. For those inclined to do their own thing, the TGA and a raw map of the same area used for the Around Cache Valley map are here for you to download and do your own thing with. Follow reality and put in real towns, or make it into an imaginary area, with different resources, towns, etc. All yours to play with... I used 2, 1 and 1 when I created the map from the TGA, but 3 1 and 1 would likely be closer to reality yet almost impossible to railroad in. See what YOU like and away you go...[attachment archived by Gobalopper]
  7. Here be Iceland - and you can put a volcano or two on this RAW map as you place cities, towns, villages, etc. Both the TGA and the raw map are supplied. I have annotated the map a bit to give info on the projection, the scale, etc. The map was generated using 1.8, 1 and 1 - if you do not like the elevation which results, you can use the TGA with different values to generate your own map. Please include the annotations I have on the original map with a note of what you have altered.[attachment archived by Gobalopper]
  8. This RAW map of Antarctica is without the spikes, and without the problem of the curved line and missing data at a seam. I have included the TGA used to create this map, as you can use it to produce a map of your own with different elevations. Basically it is ready to use, unless you do not like the elevations. The map includes a note as to its scale in one corner, and a pointer to South America in another, both in the ocean so not impacting the actual land mass. Note the following - the ICE SHELVES are NOT in this map! This is the actual land mass of Antarctica, and if you look at an atlas that includes the ice shelves you will see where they end and what they cover. I generated the MAP using .3 1 and 1 as the values in the game map generator. That is approximately correct. However you can play with this if you start with the TGA. I ask that you put the same credit note in the corner if you do so that is in the current map. Otherwise, enjoy and have fun... TorontoRSH [attachment archived by Gobalopper]
  9. This is what I call a raw map of Greenland. The starting point for a game map... Feel free to paint, put in towns and cities, resources, etc. 2650 meters per pixel is the closest I can come to the scale of the map... TorontoRSH [attachment archived by Gobalopper]
  10. Tried to upload but it reported there was no content in the file in both the case of the WinRAR ZIP file and the WinRAR RAR file, so I sent it to the moderator, with a text message to put in here as well. Hopefully the problems will be solved soon... I suspect that it is the file sizes that is causing the problem. ZIP is almost 10 meg, and RAR is 7.6 megs is size. RSH It is available at the Cyberail web site now in ZIP format. Let me know if you enjoy it, etc. rsh@idirect.com
  11. Antarctica 'Grayscale' ready for fixing and use... 1. Replace any yellow with either red (255 0 0 RGB values) or black (0 0 0) - red becomes ocean and black becomes land at 0 meters elevation. 2. Fix up the seam residue that goes left from the south pole and curves upward. Look at each hole on land and smooth it out to the level of the surrounding land. Fill in the holes in the ocean with RED. 3. Go around the coast and fix anything with a GREEN value that is out of line so that you get rid of the SPIKES that will otherwise show up in the map that you create. The colours work out that each increase in 1 in the Green is another 256 meters in elevation, so if the Green is 4 when it should be 1 you have about 1 kilometer of extra elevation, and a SPIKE is the end result. Blue increases by one for each meter. There should be NO RED in any of the coastline LAND pixels. RED in those is a bleed over and will also cause problems. When you have done these three minor but time consuming things you can generate the MAP in the Game using the Extras feature and then paint and populate it. In this map, one pixel is about 11 kilometers, and the topography is a deceptively smooth climb up the one big mountain or ice sheet. Have fun! If you build a map first via the Game's engine, you will see where the spikes are and where the seam is that needs to be fixed, BTW. Get rid of the Yellow first, however.
  12. Cannot upload new maps... 1. Will not accept an RAR of almost 9 megs 2. Will not accept a ZIP of almost 10 megs Map of North Utah South Idaho Southwest Wyoming 1024 * 1024 RT3 map single or multiplayer map. Let me know when I can post it...
  13. How does one post a map on this site? I have NOT seen a place one can upload to in the forum, so it looks like this site only wants links to other sites... and that does NOT serve my purpose. Hopefully I'll figure this system out in a few minutes or hours :)
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