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jeffryfisher last won the day on July 8 2021

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  1. Sadly, after placing just two ports near two cities, I have discovered that even when I reserve all of the cells under the ports, both cities fail to generate houses (or anything else other than the ports). The reserved cells looked so promising, but alas they're just another mirage. Planting pre-set industrial buildings is hopelessly bugged
  2. Discussed deep in several threads specific to individual maps, the "no-house" glitch is when a map-maker manually places buildings near a city (or town or village), and then when the map is started, that city fails to auto-generate houses (or anything else). The glitch is actually more general than that; placing buildings not near cities can disrupt auto-generation of rural buildings in an entire econ region. Back in my map-making heyday, this glitch caused me to give up on plopping predetermined buildings, forcing me to skew some industry parameters to almost guarantee that certain important features would generate "randomly" where needed to make a scenario work. Well, I've recently started tinkering with the Amtrak West map (naming my version "CalTrain"). My aim is to have three major private companies on the map at the start, complete with track and stations. As I was happily clicking away to reserve tiles for the track and stations, a thought hit me: What would happen if I plopped an industrial building inside a city radius and then reserved all the cells under it? Would the auto-generator then steer clear, thus avoiding the glitch? I'm going to test this hypothesis by plopping a bunch of buildings in various sized settlements and then starting the map a few times to see how often they fail to generate houses. Then I'll set the reserved X's under all of them to see if that cures the problem. If this works, then it opens up some fun possibilities thought long lost
  3. When I activated refineries (a diesel producer) in the Amtrak West map, passengers appeared on houses again. Apparently the game really is that sensitive to cargo dependencies even if it's just a booster, not a factory input. I've now sunk my teeth into the map, calling my version "CalTrain". I'm going to lay some pre-existing mainlines of SP, UP and ATSF so Amtrak can start by running on their tracks. In order to make it work though, I'll need to hamstring the AI somehow so it can't use passengers. It has been a decade since I was into this, so I can't remember whether that's easy or not...
  4. I'm currently deriving a "CalTrain" map from the "Amtrak West" map to solve a cargo problem in my modded EXE. I want to make it more historical (of course), so I want to build a couple freight companies' pre-existing track. Unfortunately, I'm up against this starting a company problem. I can switch among players, and I have already removed all stock and company restrictions (for the moment), but I still can't find a place to click to start a company. EDIT: Today it finally showed up in the company list box under the original pre-existing company. Maybe because it's a new day and I had reloaded the game and map? Interestingly, passengers had been missing from houses, which I had modded to be affected by diesel after 1958. When I activated refineries (a diesel producer), the passengers were displayed again. Apparently the game really is that sensitive to cargo dependencies even if it's just a booster, not a factory input.
  5. OK, I had a look at both Amtrak West and my spreadsheet. Indeed, it looks like I added a negative booster to house production of passengers, and it appears that the game won't display the passengers as part of "House" or available at stations. It's probably because the map disallowed diesel. This is surprising to me since a lot of boosters could do this to their underlying cargoes on maps. The original map makers must have been careful to always allow fertilizer and grain even if they weren't supplied anywhere. I wonder if any player-mappers ran into this snag when disabling things like fertilizer. One fix you might try is to open Amtrak West in the game's editor and allow diesel in the options. You don't need to put any oil or refineries on the map (although California does actually have both). I'll give that a try next time I have time to play.
  6. Looking back at this, I noticed that your "removing" the '30' caused passengers to boost passengers -- That tells me that you replaced the 30 with a zero (zero is the code for passengers). If you want to have no booster at all, use code 127 like you see in so many lines in that table.
  7. Yes, editing the EXE is tedious, and yes, I'm the one who did so to produce a version described by that spreadsheet. Others have created other versions. It's okay to describe a bug in baby-step detail, because that's how a subtle coding error can be uncovered (and how guesses to cause can be eliminated). Right now, my guess is that there's something about your maps that is causing pax to vanish. Edit: Looking back over the "Small Edits" thread, I am suspicious of whatever you did to change the weight of the post-1958 passenger car. Since you edited the EXE after it left my hands, it's possible that something you changed made those cars vanish (though it's still weird that they only vanish from some maps and not others).
  8. I still don't understand what you saying. Passengers are never "produced" as an output from diesel input. At most, cities could demand diesel, so city growth could be helped if one delivers. However, "removing diesel" from a map does not remove its cargo code from the underlying game data, so its absence won't bugger the game. At worst, players simply lack a tool by which to stimulate city growth. A better path would be to read through the events in your map to see which ones have effects on passenger supply. I have more time these days, so if you have one map in particular that you want to play, point it out and I'll take a look.
  9. I'm pretty sure that the bonus would be granted to a company by ID, so it would cease to function when that company ID was retired.
  10. I don't think the modeling is that sophisticated, so demand for coffee and demand for produce should depend only on the building's parameter and what you deliver. Likewise, delivering lots of aluminum will not boost demand for something to put into the cans, nor does a lack of contents put a lid on demand recovery for aluminum. Something else fun: If a dual-input building gets only one of it inputs, credits for that commodity pile up in the building. If the building then replaces that input with something else, the credits carry over, becoming credit toward the new material (e.g. decades of wood could become aluminum). I can't recall if there are any examples in the vanilla game; it may only be one of my modded buildings that can create that condition.
  11. Here's another kick to your head: Try building a second small station that encompasses one of your factories (overlap station service radii). Watch what happens to demand there when inputs hit your first station. You're welcome!
  12. I (and others) have already dumped the industrial buildings. They're on a tab of my EXE_Data spreadsheet, which I think ended up as an extra file in my US History zip file. Beware that there are tabs for both original and modded data tables. If you do your own modding, then you'll want to copy out the tabs of the originals and then get a hex editor to go in and do your own tweaking, keeping a record of what you've changed. Note that the exact addresses of the data tables are different for each version of the executable. Mine map to the v1.56 disk version. I think somebody else posted addresses for Steam in a thread around here somewhere (probably one of the larger modding threads).
  13. Yeah, column names were guesswork and came from multiple sources back in the day. It was not always clear which source to believe, so I may have gone with the wrong one on that column. The numbers however come straight out of the program's executable code (numbers in search of meaning).
  14. * My vague recollection is that towns and cities need about two loads of each cargo in each 2-year cycle to help them grow. Demand softening and recovery is independent from that growth mechanism. * Industries generally conserve cargo car count, so if you supply 2 steel + 1 tire to an auto factory, then you'll get 3 cars out. * Unpatched, only the top port demand will recover. That's a bug. The simplest repair is to edit your map to put the most important trade in the top slot of the map's port definition. Other threads on this site explain how to patch ports completely, but I think they have to be fixed one map at a time. * If you are investing in industries, then you have a trade-off. You can either trade slow to maximize delivery profit, or you can trade fast so certain buildings "gush cash" (buy them first). * Pax & mail are the big money makers in the game. Sadly, cargo is usually unprofitable. However: * Haul slow heavy cargoes only short distances. Be willing to accept losses needed to produce fast cargoes that profit from longer hauls. * Also be willing to accept losses needed to supply town and cities with the cargoes that will grow your pax & mail. * Towns and cities come in different sizes, so your pax & mail "pairings" will be uneven. What you want is balance of house-count (i.e. 1 city with 12 houses can balance 3 towns of 4 each on the other side of the map). As you play, you'll become more familiar than my now-fuzzy memory, so please post discoveries and epiphanies back to your own thread.
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