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jeffryfisher last won the day on October 21 2020

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About jeffryfisher

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    Game Developer
  • Birthday January 1

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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 obs
  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 th
  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 rout
  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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