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jeffryfisher last won the day on October 21 2020

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About jeffryfisher

  • Birthday January 1

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    History, Business, Computer Programming

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  1. I think the 24-hour clock (as opposed to the 12-month year) is for "Metra" play on the scale of one city taking up an entire map. Since many events on large scale maps are triggered by GameYear, switching one over to Metra time could have unpredictable results (e.g. all those events could go dead).
  2. Did you try to download the attachment on page 1?
  3. Once upon a time I replaced the entire playlist with my own MP3s, but it was so long ago that I can't remember how. I might have set aside the RT2 music and then named mine to match the names RT2 would be looking for. So you might try renaming some of the files. As usual when experimenting, make a backup before you start.
  4. It's also possible to edit those maps (and someone may have fixed it already). While it's even possible to change the coding, the simplest (and safest) fix is to correct the text to match the coding that's there.
  5. I just downloaded a map with no problem using the latest Firefox on Ubuntu 20.04.01 LTS. You must have a system problem (nothing to do with the game), so phone a friend who can help you manage your computer (file permissions, running as administrator etc).
  6. Well I see one more detail worth mentioning: You're writing about growth rate, but I'm recalling a bug in the initial generation of a map. Also: I wasn't the only user in these forums to encounter this.
  7. Okay... But there can be bugs in pseudo-random processes, hence random effect. This bug manifests in the pseudo-random placement of houses and industry. Unless we find out how to seed the game's "random" number generator, the outcomes are not repeatable (which is why each restart produces a different result). Random effects can also arise from race conditions (which can depend on OS version etc), so YMMV. If your system never encounters this bug, then you are fortunate (and suggests something like a race condition is at work). And I can state the fact that v1.56 has this bug because I observed it over ten years ago, long before v1.57ddh ever existed (and long before I started modding it myself to support my US History map). Others have observed the behavior too. Reports on this site go back more than ten years.
  8. The stunting of towns or econ areas is a bug in v1.56, encountered very early on another Australia map BTW. It's random, so it doesn't always happen. I suspect that if the game is randomly generating buildings and runs into one that's already there (your placement), then the collision is not handled gracefully. Sometimes that leaves a city partly formed, as if the game were working its way from north to south. Other times it leaves a city with nothing but the building placed by the editor. And of course, it sometimes works around it. There might be as-yet undiscovered "rules" regarding this behavior... certain map cells (e.g. town centers) might be "bad" for us to choose in the editor. Certain buildings might be worse than others. My worst experience was placing a port in St Louis (I widened the confluence of MO and MS rivers just enough to place it). My US History map would never generate any houses or industry at St Louis while that port was there. But I also saw the phenomenon in an unmodified map, the 20th C Australia one with a pre-placed car factory near Melbourne. I ended up deleting that auto factory because I got tired of Melbourne failing to populate.
  9. I can't help with exporting maps, but I can help with the RT2 economy. For starters, you can change settings before launching a map. Maybe some custom setting would make RT2 easier to play (or learn).
  10. I might have it, but I'll have to look on another machine (legacy game platform) next time I turn it on. I don't think there's any issue with repairing a broken download. The link is still there in the OP; it's only the web site that misplaced the file.
  11. 1) In the map options, I activated townhouses (but forget their start-year), so they should grow again, just give them time. Even villages can grow into cities in time. A village / town / city will grow sooner/faster if its demands are satisfied. 2) Micro-managing is for when you first start and have only a handful (or dozen) trains. Once you get to the stage where all your mainline track is double-tracked and your new builds are double-tracked without worrying about money, it's time to let go. Scan your train list maybe once or twice per year to spot problems, but otherwise set your routes and forget them. I think that town growth benefits from receiving any of the town-specific loads. I don't know if a station must be placed so that the <name> connected status happens, but that might be the case (I say that based on reading maps in the editor -- each town has its own map cells with its own economy). I expect (but haven't proved) that small amounts of many needs delivered each year or two is more productive than a flood of one thing delivered once. In other words, the ideal supply would be 2 food, 2 lumber, 2 etc once each 2 years. Unraveling rail webs is a nightmare, especially since one may not blast track where trains are, and a bottleneck can have a lot of trains caught. Gain experience from the nightmare and then start the game again, this time planning from the beginning for the long-haul you know is to come. 3) I actually don't know for sure which discounts pay well enough. I just do enough to earn them all because I enjoy the challenge and the success messages (i.e. game within a game). I included as many game-within-a-game event sets as I could think of in order to keep the map interesting over the course of 2+ centuries. Speaking of centuries, the 20th C has WWI, the Great Depression, taxes, WWII, airmail, NAFTA... and a series of optional track improvements standing between you and the high-speed rail needed to woo passengers back from the airlines.
  12. Looking at the pictures, I had trouble getting a sense of scale. The rail layout looked very tactical (close up), but the text described spanning a continent. Is it a collection of local city/town maps connected by abstract long-distance lines not shown?
  13. You could also ask how economic cycles increase or decrease production by 10% increments. I think that rather than loads-per-year, the game tracks months-between-loads. So all those production bonuses and penalties are really implemented as inverse adjustments to how many months you must wait for each new load.
  14. I think it is 1 per receiving property. When a station covers multiple properties, incoming bonus material is randomly assigned among them (but nobody get a 2nd before every one gets its 1st).
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