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jeffryfisher

Fedaykin
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jeffryfisher last won the day on May 24

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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. Want a Guam map

    Unfortunately, Guam is so far removed from RR lore that there's probably nothing to work with. I think that if you want any kind of real terrain, then you'll have to get image software and get over the hump working with PCX. I just looked, and it appears that Guam is only about 20 miles north to south, and maybe 5 wide. That suggests Metra mode for map scale.
  2. Terra Aqueous(revised&tweaked)

    The work-around is to remove the static mills and boost the chance for steel mill in the town or region. If you're working on several towns, then it's OK if some don't generate mills. The variation creates replay value.
  3. Terra Aqueous(revised&tweaked)

    That's encouraging. Still, you should scan the map's preset buildings for aborted towns each time you start. There may be a trick for placing such buildings without killing their towns; if so we should document it (maybe it's been mentioned before, but I've forgotten what it was).
  4. Terra Aqueous(revised&tweaked)

    Did you design any replacements for those? Have you checked that all towns still generate? There's a bug in the game where fixed buildings interfere with towns/cities. I forget if there's a work-around, but the discussion is in a thread that should be on the front page of its forum.
  5. RRT2 - Platinum Multiplayer FPS Issue

    Few players ever even tried multiplayer, much less succeeded at it. What speed settings did you try on each side? When I play (single-player) I pause at least once each month to save my progress. If I see a project that needs building, I might hold the game paused for an hour or more. I never did see how RRT2 could work as a multiplayer game. I think that you and your brother will be teaching us.
  6. 'Open' Railroad Tycoon II ??

    Probably not, since we don't even have a chief technologist. All I know now is that the ancient tech inside RRT2 needs to be replaced. That means that any project in this area will need to reinvent the entire game (or those parts deemed worth reinventing). Multiplayer never attracted much interest, perhaps because players need pauses to plan and build. Much programming complexity can be avoided by dumping MP. I think everyone here would rather see a more viable 'AI'. After that, the main mystery for me is the graphics and animation. OK, I'm also somewhat baffled by Windoze message-based program structure, but I just need an example or two to get me started. I just wish we could recover the path-finding algorithm used in RRT2. It was one very tricky problem that was solved almost perfectly. Otherwise, my hurdle is money. I've spent too much time unemployed to commit to freeware project. I could do most of this with a little help here and there, but I need to find paying work instead. PS: If RRT2 were reinvented, it would need a unique name to avoid trademark violations, and it might need some re-skinning to avoid copyright violations. In other words, we would imitate the game, not copy it.
  7. challenging Eastern USA

    You could probably resurrect a dead thread. The game hasn't changed since the last patch in 2003, so the nettiquette disdain for "necrotic" threads shouldn't apply here. As for cornering, each corner acts as if its grade were 2% worse than what it would be straight. To combat that, I level my corners. I don't obsess about avoiding every corner possible. In fact, as my RRs mature, I tend to add zig-zags to create more diagonal-on-point crossings. Powerful engines can handle corners and accelerate out of them well enough, but they can't do anything if blocked by other trains, which is my primary problem when I have ~400 trains (and the trains are much longer than in the early game). What I really need is the discipline to completely isolate freight tracks from express tracks.
  8. challenging Eastern USA

    OK, I've tested it and seen it with my own eyes. Each company has its own "prime" rate. If an event trigger has checked the box per-company, then a prime rate change in the effects will only affect the company that satisfies the trigger. What that means is that the prime rate isn't really prime. It's more of a "best rate at the bank down the street from your company headquarters". The reason I found this hard to believe is because each company already has a credit rating to individualize its interest rate. From both a game-play and a programming point of view, customizing prime rate per company makes no sense (and yet there it is). As a map designer, I wish we had a clear view of exactly which effects could be changed per which game elements (players, companies, territories). Heck, what I really want is the source code so I can go to town fixing some things.
  9. Will the game allow multiple mergers close together? I think there's a prohibition that shows up as a regulatory / stock exchange ruling or some objection from the board of directors.
  10. The only way I've kept my opponents from coming back is by bankrupting them (though you might slow them down by connecting to all towns on the map). Their companies can take a LONG time to die, but weak AI means that they'll eventually screw up and lose money. Computer players can sometimes be knocked out by depressions / panics hitting when they're heavily margined (and they can be helped along by carefully timed bear raids). I haven't played that map, so I don't know all of its particulars, but requiring you to eliminate all rivals sounds fishy. Such a victory condition should be combined with a restriction such as preventing new companies. Without such protection, the scenario design is suspect. Maybe someone who has played it can comment.
  11. Accumulated Factory Inputs & Substitution Bug

    I think the cannery might also display this "feature", as its steel input is replaced by aluminum. However, there's a period of overlap. It could be that my mods created the situations where I now see this happening. What's really fun is when 2 inputs are required for a number of years, so one of them can be stockpiled. Then a tech change creates a conversion for the stockpiled input to work by itself. When the next load of that input hits the building, the entire stockpile converts. I see this also in my weapons plants that need steel + wood during the 19th C but steel alone by WWII. If steel has been stockpiled (instead of the wood that somehow transmutes into aluminum), then one more steel load can release rush of weapons. Talk about arsenal of democracy! My next trick will be to release a pile of hazardous waste. It's 1953, and I've been delivering coal to some powerplants for a few years. The coal can't convert into anything yet, so it's just accumulating. In a few more years, my PP's will start returning 1 waste per 3 coal. I'll be watching for that 1st delivery to each plant after the announcement.
  12. new map coming

    Just over 8 years, but who's counting? This forum has been so quiet lately that any and all activity is welcome. Compared to 2009, my US History map will be new for you. It has almost 500 events, so it's like a whole game on top of the game. I hope you have a chance to try it sometime (I spent 2010 and 2011 developing it, so I am pleased whenever somebody besides myself plays it).
  13. How do I make maps from an image?

    There are (or were) some discussions years ago. You might try digging into the archives here to find them. From what I recall, the image produces a naked height map that then needs decoration, rivers, borders, econ areas (with industry settings) etc etc. I know more about the etceteras than the PCX conversion.
  14. Sounds like advanced AI. The kind of predictive, opponent-adaptive awareness you suggest is uncommon even among us humans. For each Napoleon there are thousands McClellans.
  15. No, I don't think the AI is sophisticated enough to analyze human behavior and exploit habits. Instead, I think the baron randomly needed to start a company but then failed to find a short-line to build. When a new AI company fails to find a route at start-up, it will randomly pick one of the names from the language file. The fact that the baron had little stock suggests that he had little to invest, which may have left his company undercapitalized and hence unable to build a route. Congratulations on helping him out of his rut. As for Conrail, it's one of the names in the lang file (at least in my modded version). It can come up at random. What was more amazing was when a baron in one of my games started up Transcontinental RR and eventually connected to Galt's Gulch. I just about fell on the floor when I saw that announcement!
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