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jeffryfisher

Fedaykin
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jeffryfisher last won the day on January 17

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About jeffryfisher

  • Rank
    Game Developer
  • Birthday January 1

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  • Gender
    Male
  • Location
    Vancouver WA
  • Interests
    History, Business, Computer Programming

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  1. I too was worried about Gwizz. Din't know he was on that recently. I'd guess he was born in the 40s but lied about the date (why would a game board deserve the truth?). Thanks for the report on which port slot recovers -- that's useful. Act on it if the autos are your cash source.
  2. There's a port demand fix thread around here somewhere, but I think the tech involves hex-editing of a saved game just after it starts. There may be a partial workaround too: IIRC, the top trade at a port has demand recovery, and the other three are nerfed. If you edit a map, you can put the trade most needed recovery (a sale for sure) in the top slot. Good to see you back
  3. Sigh, so not easy to decompile, especially since there's probably some assembly linked in there too. I wonder if a copy of the original source-code (and resources etc) even exists anymore. I think it was lost somewhere in the ownership changes between RRT3 and Sid Meier's Railroads.
  4. Lua coding is also useful for modding SimCity 4, which is still perhaps the best of the series (better than its immediate successor, SimCity 2013 anyway).
  5. Yes: Check carefully for any other buildings within your station's service radius that can demand iron or coal. For some ranges of years, that includes houses because towns demand coal. You might need to place a new depot so that it can only deliver to the steel mill.
  6. That Albany diagonal is interesting because your placement is legal for the central track. Now that you've made it possible for the near track too, it's not obvious which track it is serving. Another wild idea: By scrambling (or renaming) the stations, we might induce computer companies to build differently. It would be nice if the AI always used large terminals in order to encompass more houses. It's station placement is rarely precise enough to make good use of tiny depots.
  7. You would need to download a user-made map or else edit one yourself using the game's built-in editor. As SD45 implies, besides changing the earliest allowed start date, you'd want to to make at least one loco available -- otherwise you'd be playing without trains. My US History map allows pushing the start date back into the 1820s (the Monroe administration), but I can't remember exactly how far. It might be 1824.
  8. Wow, that's a lot to take in. I think it might be cool to add a station config, but I wouldn't want to give up any... or would I? I almost never use the medium-sized stations. I could replace them all with odd-ball terminals. Could I make a large terminal "cross the T" at the end of a track? (e.g. building oriented E-W right at end of N-S track)
  9. IIRC, the last version of the EXEdata spreadsheet is inside the zip for the US History map, which is attached to the OP of its own map thread.
  10. You need leverage (debt). Buy out your other investors so all of your company's value becomes part of your PNV. What restrictions does this map have that limit your wheeling and dealing?
  11. Try opening the map in the editor, then walk through the events to read their triggers.
  12. If you can't produce munitions during the US Civil War, then your "Railroad War" competition will be diminished. Indeed, I think it was for munitions in that war that I set the chem dates that I did. Be aware that there are separate dates for factories (buildings), industry (cargo production / conversion) and cargo cars. The original game (even as patched to v1.56) was broken in that there were some divergent dates among those three concepts (e.g. buildings that could appear on the map when no cargo cars were available to carry their production). Supporting the Civil War delivery race is what drove me to work out all of the kinks in munitions / weapons / troops pipelines.
  13. Oh that... Just edit a map to turn off mail. Yes, villages grow into towns, and towns grow into cities. Especially in US History, there's a LOT of growth because the map is designed to be played for nearly 200 years, many times as long as a typical map. When you start out ~1830, each "train" could be just one car of mail or pax. The payoffs are huge, so a single line between any two towns can launch your company. You don't need cities until you develop freight (e.g. paper) that requires them.
  14. Kill723 >> I was able to change the date of the chemical plants to 1905 and the stone bridge date to 1800. Unfortunately, I was not able to find where the weight of the late passenger cars. My changes: - The default value of 00069F07 is .0, which sets the 16-bit integer to 1840. By changing the 16-bit integer to 1800, this address is assigned a new value of 08. (Bridge fix) - The default value of 001406B0 is ., (dot comma), which sets the integer to 1836. By changing the 16-bit integer to 1905, this address is assigned a new value of .q. (Chemical fix). This doesn't appear to cause any problems with the munitions factory demanding chemicals prior to 1905. Finally, the modified EXE will run old maps. I tested this in a map set around 1850 and found that the chemical plants were not removed, but the chemical cargo was.
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