
MagnusA
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Everything posted by MagnusA
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Question about trigger of the events
MagnusA replied to douglascaixeta's topic in The Terminal General Discussion
I am not an event expert, but I can shoot some shots in the air... : How often do you test Event 1? If you test each month, GVAR1 will become greater than 1 and Event 2 will not trigger anymore. Maybe you want to set the game variable to 1, not add 1 to it? Maybe it should be an "One time only" event (if it is not already)? It looks like you do not need to test Event 1 against multiple companies at all, since only Game functions are used in the trigger nor effect (no Company* nor Player* functions). Maybe it does not matter since there are only one human company anyway. Also, make sure the "One time only" option is unchecked for Event 2. Otherwise that event will not not be executed once it has been evaluated to true. (this might be the cause of only one AI company gets extra money?). Maybe it is better to drop Event 1 entirely and have Event 2 trigger on [tt]GameYearsElapsedSinceStart=2[/tt] directly (for every computer company)? After two years of play every AI company get some extra money? (Test every year) I have no clue why the money disappears after one year... Are you sure that the money is not used to pay the usual costs (maintenance, fuel, ...) and/or dividends? Just some shots in the air... Magnus (Railroad Tycoon II Platinum) -
Question about trigger of the events
MagnusA replied to douglascaixeta's topic in The Terminal General Discussion
I don't know if this is what you are looking for, but have you tried to check "Test against multiple companies" in the trigger section of the event. CompanyCash should return the cash on hand for each of the specified companies, not only the human company. Similar for PlayerCash. Regards Magnus -
Hi! I have updated the RT3 Industry Charts and RT3 Locomotive Lists to RT3 patch level 1.06. They are available at Hawk's site (under 'Tips, Tutorials, and Utilities' near the bottom of the Extras page). They are also attached here, in this post. As before, the packages contains pdf documents. But this time I have also included the editable 'source files' from which the pdf documents were created. Each package contains two versions each. One for patch level 1.05 (the last one from Poptop) and one for the *unoffical* patch level 1.06. Everyone may not want to install user created patches... ::) I do know there is an excellent locomotive list included in the patch documentation. The purpose of 'my' list is to provide a simple table (three pages) to have handy when playing. :) Regards /Magnus RT3_Industry_Charts_v1.06.zip RT3_Locomotive_List_v1.06.zip
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Industry and Locomotive Charts Requested
MagnusA replied to Patriot's topic in Railroad Tycoon 3 Discussion
Oops, didn't know that. :) Here they are: /Magnus RT3_Engine_List_v1.0.zip RT3_Industry_Chart_v1.1.zip -
Industry and Locomotive Charts Requested
MagnusA replied to Patriot's topic in Railroad Tycoon 3 Discussion
I have made an Engine List and it is posted at Hawk's site (under 'Tips, Tutorials, and Utilities' near the bottom of the Extras page), together with my Industry Chart. I am not an artist, so it is not pretty, but I hope it is useful anyway. Regards /Magnus -
Industry and Locomotive Charts Requested
MagnusA replied to Patriot's topic in Railroad Tycoon 3 Discussion
Sure! Please do. :) -
Industry and Locomotive Charts Requested
MagnusA replied to Patriot's topic in Railroad Tycoon 3 Discussion
I have made an Industry Chart and it is posted at Hawk's site (under 'Tips, Tutorials, and Utilities' near the bottom of the Extras page). I am not an artist, so it is not pretty, but I hope it is useful, although I think the industry chart is not as important as it was in RT2. Regards /Magnus -
Website / Forum Issues (post here)
MagnusA replied to Andrew's topic in The Terminal General Discussion
:O Thanks! I didn't thought about them. I have Platinum (and the original RTII and TSC in the drawers somewhere) so I should certainly know about at least the Industry charts. :) And many useful pictures (especially the map pictures) in the image* folders too. Now... I am not that good at image manipulating, is there a way to copy the single industries into separte pictures, each in equal size and e.g. the year in the same position in every picture? (like the ones at this site). Selecting by hand seems error-prone but if I had to I will do that, but if there is a tool somewhere I will be glad to learn to use it. (getting off-topic now, I am afraid...) /Magnus -
I haven't played that many maps yet, I am still at the beginning of my first serious attempt of the first RT2 campaign (there you have my play level. 8) , Probably I am reading too much info and playing/practicing too little). I find the status page in the ledger each year is very handy so I usually go into the editor and add status messages for the medal requirements, and try to get them as close as possible to the medal triggers. Also when I try to understand the various messages and choices I find it nice to have the ability to check in the editor what the author really meant. For example in the Silver Booms map (a PNW map) the City of Denver gives me a reward if they get connected by my company. Checking the editor revealed that Denver is asking for a connection to Kansas City, not just a connection to my network. :-) But of course, "checking the source code" must be done with care. Personally I try not to check for "look into the crystal ball" (that's cheating), but to check for understanding. And bug-fixing when someting seems wrong. Regards /Magnus
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Website / Forum Issues (post here)
MagnusA replied to Andrew's topic in The Terminal General Discussion
*Bumping part of 'Andrews's post from 2003* ... Tool and Die picture doesn't show up. http://theterminal.dune2k.com/?p=rrt2-industry-building ... From where did you get/extract the industry pictures? They are nice and might be useful to include into my RTII Reference notes. :) Regards /Magnus -
I think it it easy to gett somewhat fooled by the connection goal. In this case, you have some tracks at Seattle, one goal to connect Seattle to Fairbanks and another goal to haul x loads of a certain type to the other end of the required connection. Then the human mind automatically thinks that every load should be hauled along the entire way. :-) Lesson learned: Read the goals carefully, they might not be as closely related as you think. You might even want to check in the event editor for the exact requirement. ;D regards /Magnus
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I played with this Alaska scenario a couple of days ago. At first I thought that the troops should only come from Seattle/Vancouver (production only one (1) troop car a year!), becaouse of the connection goal, but when reading the strategy guide that came with Platinum it became clear to me that this was not the purpose. I think the developers meant to collect the troops from everywhere to Fairbanks (although probably not from Fairbanks itself, of course...) Do not only serve the barracks at these places, haul troops away from them as well. :-) Regards /Magnus
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That "rot factor", I understand now the meaning of it, but what stands "rot" for? Is is an abbreviation for "Rate Of Time", "Return On T*" or similar? Or is it rather that the cargo become "rotten" with time (that happens to for example food if not properly stored)? I can't find this
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It won't be long until RRT3 is as good as RRT2? :-)
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I found a walkthrough for both the classic campaign and the TSC campaign at http://www.gamefaqs.com/computer/doswin/game/198394.html. I don't know how good they are, as I am still working my way through the classic campaign. Recently I drove Roosevelt around (#05) and will shortly return to the Silver Booms and Promises fo
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You have probably found out by now (two years is a long time), but anyway someone still might be interested in this. The effects of each campaign difficulty level (Easy/Normal/Hard) are set individually in each campaign map. Different effects in different maps, typically more revenue/production or lower costs on the easy level, and vice versa for the hard level. To see the effects for an individual campaign map, load it into the editor and have a look at the events (Map Options, the second icon from above on the right side). Usually it (the event) is labelled "Difficulty 1 ..." or similar. When you start a new (stand-alone) scenario, when you press the Easy/Medium/Hard/Expert/Custom buttons, you are basically selecting the level for the Financial and Industrial models (Basic/Advanced/Expert). Press the Options button and explore what happens when you click the Easy/Medium/Hard/Expert/Custom. In the campaigns, the Industrial and Financial models are always on expert level, unless specifically restricted in individual maps (at least as far as I know). Regards /Magnus
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Revenues from the station improvent buildings
MagnusA replied to MagnusA's topic in Railroad Tycoon 2 Discussion
But there are no benefits from the customs house unless the station is at border, such as a territory border or a port? Or have I misunderstood something? /Magnus -
Revenues from the station improvent buildings
MagnusA replied to MagnusA's topic in Railroad Tycoon 2 Discussion
A better name, as I have understood this, might rather be "Pickup time days", "Days to pickup" or similar. The time from appearing at the station until it disappears again. Once picked up by the train the cargo stays there although decreasing in value (encouraging fast delivery to the destination). Thanks again for clarification of all this. :-) And there is still active forums for ol' RT II. the game is almost ten years old by now. :-) /Magnus -
It is enough to play on Hard. According the the options the differences between Hard and Expert is the Revenue Modifier for human and computer players respectively. The important thing to setup to be able to buy industries is to is to set the Industrial Model to Expert (which is done when selecting Hard or Expert level). From the New Scenario setup, press the Options button and then select the appropriate model level. help texts will appear at the bottom when you hover the mosue over the different selections. regards /Magnus
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Avoiding full screen - XP2 issue?
MagnusA replied to richard webster's topic in Railroad Tycoon 2 Discussion
This thread is old, I know, but anyway... I think you have to set the color depth in Windows to 16-bit or 8-bit to be able to switch to window mode. It does not work with 32-bit. /Magnus -
Revenues from the station improvent buildings
MagnusA replied to MagnusA's topic in Railroad Tycoon 2 Discussion
Thanks for clarifying things. :-) I have always thought the pass improvements were for departing passengers lika the ones for freight (although the freight (and mail) improvements are time reducing or giving me more time to pick them up). So, the load value I see, when right-clicking on the train in the train list, is only the ones that goes into the "Passenger Income" line. When the train arrives to a station, *then* the Station Income is calculated, depending on the facilities at that station, and added to the "Station Income" line, right? My passengers need a beer, a meal and a bed *after* a ride with my trains. :-) Another question, maybe only a matter of language: some of the buildings reduces the "turnaurond time" (e.g. the custom house and telephone lines). It seems logical that this is the time needed for unloading and loading the train (and the train does not have to wait for cargo). Or is it only when the train has to make a U-turn (turn around)? Speaking of telephone lines: I real-life the telegraph/telephone lines were used *between* the stations to make the traffic on the railroad line more efficient (I think), but in the game it looks like the telegraph/telephone lines are more station-local features, making the switching/unloading/loading on that station more efficient. Am I right? /Magnus -
Revenues from the station improvent buildings
MagnusA posted a topic in Railroad Tycoon 2 Discussion
Hi all! I have been playing RT2 from time to time since before TSC was released. Currently RT2 Platinum. I build the stion improvements as soon I can afford them. Recently I began to wonder about the revenues from the passenger improvements (saloon, restaurant,...). For a particular station, are the revenues coming from the passengers departing from or arriving at that station? Or even both?? For me it sounds logical that the passengers spend their money while waiting for my train (although they do not need to wait long, of course), i.e. at the departure station, not going to the saloon when they arrive to the destination! I created a simple test map for testing. Two big cities not too far away from each other. Then I gave the player (me) plenty of money and started a company. put a straight line of duble-track between the cities and a big station with all maintenance equipment in each city (Want to create a steady flow of passengers and not want to have problems with the trains). Save the map and started a game. My company buys all pass-revenue-improvents at one city, paused the game and bought two trains with two pass-cars each. One train in each city. Unpaused the game and let the trains go. For me it looked the were worth about the same value! Max 10% difference (had expected about 5+10+15=30%. I played on Hard and the game year was about 1850. Do anyone know anything about this? Are the 'improvements' worthless? I know that the percentages have been tweaked since RT2-Classic. is my testing too rough? There are so many factors involved in the economy. English is not my first language but I hope you understand what I mean. /Magnus