Jump to content

jeffryfisher

Fedaykin
  • Posts

    890
  • Joined

  • Last visited

  • Days Won

    7

jeffryfisher last won the day on July 8

jeffryfisher had the most liked content!

2 Followers

About jeffryfisher

  • Birthday January 1

Profile Information

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

Recent Profile Visitors

9,277 profile views

jeffryfisher's Achievements

Newbie

Newbie (1/14)

  • First Post Rare
  • Collaborator Rare
  • Posting Machine Rare
  • Dedicated Rare
  • Week One Done Rare

Recent Badges

35

Reputation

  1. 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.
  2. 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.
  3. 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!
  4. 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).
  5. 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).
  6. * 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.
  7. 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).
  8. Did you try to download the attachment on page 1?
  9. 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.
  10. 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.
  11. 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).
  12. 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.
  13. 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.
  14. 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.
×
×
  • Create New...