Search found 620 matches
- Fri Oct 19, 2007 4:12 pm
- Forum: The Conference Table
- Topic: weather in your area
- Replies: 8
- Views: 2738
12/21/2012 is, I think, when the Mayan calendar runs out. They predicted that there would be no more time beyond that point by making their calendar work as something of a countdown. Either that, or that is the date when the replacement OS for Windows Vista will come out, and promptly ruin us all ut...
- Fri Oct 19, 2007 2:45 pm
- Forum: Buildings
- Topic: New building brainstorm
- Replies: 31
- Views: 15697
jedgarthompson wrote: you will find that cargo will gradually move, albeit slowly, through this series of overlapping routes from one end of the system to the other, provided there is some price differential. Right you are; I generally run a similar three-station overlap on my trains for the same r...
- Thu Oct 18, 2007 5:57 pm
- Forum: Buildings
- Topic: New building brainstorm
- Replies: 31
- Views: 15697
I haven't been using all of the cargo slots, but by basing it on a house I am able to get more like 20 cargoes demanded. I was breaking the yards into different types so that you don't get a single catch-all building that is useful in all situations, and the actual number of cargoes demanded at each...
- Wed Oct 17, 2007 5:24 pm
- Forum: Buildings
- Topic: New building brainstorm
- Replies: 31
- Views: 15697
Thanks for the tips- I hadn't thought of creating a territory-limited company just to haul raw materials. The problem I am wanting to address is when coal loads are being generated far enough apart that even a large station doesn't catch them... and anywhere you do build a collection point station, ...
- Wed Oct 17, 2007 5:11 pm
- Forum: RT III General Discussion
- Topic: Stock related issues
- Replies: 2
- Views: 1751
- Wed Oct 17, 2007 2:02 pm
- Forum: Buildings
- Topic: New building brainstorm
- Replies: 31
- Views: 15697
It might not be all that critical that it be a lineside structure, because for it to be any benefit to the player it will need to be adjacent to a station anyways. Perhaps being free to place it anywhere will make it easier to locate one in a crowded downtown. Thus, I can conceivably use any buildin...
- Wed Oct 17, 2007 12:24 pm
- Forum: Buildings
- Topic: New building brainstorm
- Replies: 31
- Views: 15697
- Tue Oct 16, 2007 8:05 pm
- Forum: Buildings
- Topic: New building brainstorm
- Replies: 31
- Views: 15697
- Tue Oct 16, 2007 2:34 pm
- Forum: Map Creation
- Topic: Cropping and altering maps
- Replies: 16
- Views: 8611
I don't think there is any way to do this. You might be able (theoretically) to get a usuable height map out of a scenario file, but you wouldn't be able to keep all the defined towns and regions, etc. The way to extract a height map would be to choose two terrain colors, one light and one dark (as ...
- Mon Oct 15, 2007 5:17 pm
- Forum: Buildings
- Topic: New building brainstorm
- Replies: 31
- Views: 15697
I like the idea of being able to have larger city radius. But I think this just comes back to the overal scale of the map - I prefer to work at a closer-in scale, where the trains really have to travel between one town and the next. This is part of the reason why I am thinking of small-demand-yards,...
- Mon Oct 15, 2007 12:07 am
- Forum: Buildings
- Topic: New building brainstorm
- Replies: 31
- Views: 15697
New building brainstorm
Not knowing what the limitations of the game engine are, here are some suggestions of mine for buildings that could add to the game. First off, I have seen that warehouses set for 1 demand are an effective way to get a cargo to move long distances, where it will be relayed from one train to another....
- Wed Oct 10, 2007 6:10 pm
- Forum: Rollingstock
- Topic: More articulated steam?
- Replies: 26
- Views: 12510
- Tue Oct 09, 2007 5:36 pm
- Forum: Rollingstock
- Topic: Making freights heavier?
- Replies: 4
- Views: 3660
The default uniform weight of all cargo (40 tons, bumping up to 80 tons) should vary among cargo types. If it is possible to assign different weights to the individual cargo types, then I would suggest a range of modifiers from 0.75 to 1.25: 0.75 = Livestock, Cotton, Wool 0.90 = Goods, Produce, Meat...
- Tue Oct 09, 2007 3:56 pm
- Forum: RT III General Discussion
- Topic: Stations as Freight Magnets
- Replies: 8
- Views: 3846
If the price at the source station goes up to meet the target station's price, then won't the loaded train be worth a lot less? And eventually not even load up anymore, because there is no price difference any longer? This may be how it works now, but it doesn't seem right. Real railroads don't park...
- Tue Oct 09, 2007 11:53 am
- Forum: RT III General Discussion
- Topic: How do I disable stock trading sounds?
- Replies: 5
- Views: 3322
- Mon Oct 08, 2007 6:27 pm
- Forum: The Conference Table
- Topic: New Web Site
- Replies: 11
- Views: 2868
- Mon Oct 08, 2007 5:12 pm
- Forum: The Conference Table
- Topic: New Web Site
- Replies: 11
- Views: 2868
I've been using NVU, mostly because I needed something I could work with on the Mac machines at work as well as on the PC at home. It straddles the line between WYSIWYG and source code, letting you work either way. In my opinion, it does a good job of keeping the bloat down. I'm not up on all the la...
- Thu Oct 04, 2007 5:28 pm
- Forum: RT III General Discussion
- Topic: Stations as Freight Magnets
- Replies: 8
- Views: 3846
I agree wholeheartedly with this... and it even seems like something that could be done via a patch! I haven't tried modding a station yet, but I bet you could give it a sliver of demand the way houses work. Maybe the problem with doing so would be that the station would actually consume loads, rath...
- Thu Oct 04, 2007 5:14 pm
- Forum: The Conference Table
- Topic: No laptops allowed
- Replies: 5
- Views: 2043
I can't exactly put my finger on why, but I am really grateful that I went through college prior to computers being required. It really did change just a few years after I got out; my computer was a personal luxury, but I did very little of my schoolwork on it. When I had need of a computer, I used ...
- Tue Oct 02, 2007 6:33 pm
- Forum: RT III General Discussion
- Topic: New Cargo info, and a request!
- Replies: 82
- Views: 32484
Okay, so I know I am late arriving at this party, but I do have some thoughts, and some questions. Firstly, I like the 1.06 cargo list... though I have yet to download and play with it. But I think the actual cargo chains may need to be refined, which would happen as the buildings are created. Now t...