Search found 569 matches

by Stoker
Tue Dec 16, 2008 2:54 pm
Forum: Buildings
Topic: Coru's game mods (and questions!)
Replies: 145
Views: 70473

Re: Coru's game mods (and questions!)

Gotcha- I do the same- but it just dont sound right as "Deisel"
by Stoker
Tue Dec 16, 2008 1:58 pm
Forum: Buildings
Topic: Coru's game mods (and questions!)
Replies: 145
Views: 70473

Re: Coru's game mods (and questions!)

A small suggestion concerning cargos: Rename "Deisel" to "Fuel" this makes more sense as it would cover everything from home heating oil to gasoline and kerosene, and of course Deisel fuel.
by Stoker
Tue Dec 16, 2008 11:31 am
Forum: The Conference Table
Topic: Grape Pie
Replies: 15
Views: 4756

Re: Grape Pie

Looks akin to Rhubarb pie.
by Stoker
Tue Dec 16, 2008 9:00 am
Forum: RT III General Discussion
Topic: Stokers' Corner
Replies: 114
Views: 236085

Re: Stokers' Corner

Thanks Wolverine. I found that making industry purchase@ +70% all rail cost -90% AND rail maintenance - 90% the AIs' will finally expand at a simialr rate as a human player.
by Stoker
Tue Dec 16, 2008 7:15 am
Forum: RT III General Discussion
Topic: Stokers' Corner
Replies: 114
Views: 236085

Re: Stokers' Corner

Thanks Hawk! I have about a dozen scenarios that are all 80% complete. Getting the last bugs worked out takes a while. I am focusing on my Southern Pacific 1.06 redux , which involves inheriting a Hotel in New Orleans and some money, and some "worthless" real estate in a small unknown town...
by Stoker
Sun Dec 14, 2008 3:51 pm
Forum: The Conference Table
Topic: Grape Pie
Replies: 15
Views: 4756

Re: Grape Pie

Shall we ponder the difficulties of raising Boneless Skinless Chickens now? :roll:
by Stoker
Sat Dec 13, 2008 7:05 pm
Forum: Buildings
Topic: Hard coded buildings
Replies: 10
Views: 7592

Re: Hard coded buildings

There are some maps with ports placed inland-on rivers-not "water"-do the makers paint "water"- place the port- then paint it back to land?
by Stoker
Sat Dec 13, 2008 3:18 pm
Forum: RT III General Discussion
Topic: Stokers' Corner
Replies: 114
Views: 236085

Re: Stokers' Corner

Here's an interesting observation. Working on my current scenario using script to set production levels of some resources to zero until a trigger event , I had set Logs production -%100. I observed that the logging camps which were gong to have robust production (above the stated 2 per year) still p...
by Stoker
Sat Dec 13, 2008 1:43 pm
Forum: RT III General Discussion
Topic: Stokers' Corner
Replies: 114
Views: 236085

Re: Stokers' Corner

LOL- Nope, no "Hemp" cargos stopping at my station these days. :-|
by Stoker
Sat Dec 13, 2008 1:29 pm
Forum: RT III General Discussion
Topic: Stokers' Corner
Replies: 114
Views: 236085

Stokers' Corner

I am making this thread to discuss, ask questions , take comments concerning, and make announcements about things relating to my personal projects in an effort to keep all this information in one place. (0!!0)
by Stoker
Sat Dec 13, 2008 12:30 pm
Forum: Buildings
Topic: Coru's game mods (and questions!)
Replies: 145
Views: 70473

Re: Coru's game mods (and questions!)

I noticed, reading through the posts here, a question concerning maximum building #. According to the 1.06 read me it is 88. !#2bits#!
by Stoker
Sat Dec 13, 2008 11:17 am
Forum: Buildings
Topic: Coru's game mods (and questions!)
Replies: 145
Views: 70473

Re: Coru's game mods (and questions!)

A current scenario I am working on involves using "Troops" as "Workers" and scripting areas(territories) to have increased production based on the number of "Workers" delivered to them. Also am using "Weapons" as "Equipment" (Mining. Logging, and Agr...
by Stoker
Fri Dec 12, 2008 1:02 pm
Forum: RT III General Discussion
Topic: New Buildings
Replies: 35
Views: 10706

Re: New Buildings

Thanks for the info WP, I appreciate it! I am concentrating on getting out a "new" (redux of the SP poptop map with complete new script) 1.06 version right now, but I am slowly learning the guts of the game andd will certainly try my hand at modding some stuff soon.
by Stoker
Thu Dec 11, 2008 2:56 pm
Forum: Buildings
Topic: Coru's game mods (and questions!)
Replies: 145
Views: 70473

Re: Coru's game mods (and questions!)

I like the textile mill idea. I have a scenario written where i programmed a 1.06warehouse to act in a similar fashion, but in the warehouse model you cannot have say "X+Y=Z" only "X=Z" and "Y=Z" so I have as one of its outputs rubber=clothes to simulate using elastic i...
by Stoker
Wed Dec 10, 2008 3:48 pm
Forum: Site questions, problems, and features
Topic: Helen Waite
Replies: 40
Views: 17862

Re: Helen Waite

Not all that choose to "serve the public" are intrinsically bad. However, those that are honest that somehow manage to attain high office generally get riddled with bullets or have mysterious "accidents". Once in a while they keep an "honest" one around (Ron Paul), just...
by Stoker
Wed Dec 10, 2008 2:23 pm
Forum: Site questions, problems, and features
Topic: Helen Waite
Replies: 40
Views: 17862

Re: Helen Waite

Maybe this is Nitpicking but the Senate has 100 seats(2 per state), not 200, so we already have enough here, but i suspect the morality level of the members here would preclude them from serving, as it requires smiling and telling lies while reaching into the taxpayers pockets and robbing them blind...
by Stoker
Wed Dec 10, 2008 1:01 pm
Forum: Newbie Neighborhood
Topic: What an incredible site!
Replies: 11
Views: 3866

Re: What an incredible site!

U.S. currency is actually better- for toilet paper that is. If you rumple it up it does quite well and soon it will be printed on rolls and be a bargain. !#2bits#!
by Stoker
Wed Dec 10, 2008 12:50 pm
Forum: RT III General Discussion
Topic: New Buildings
Replies: 35
Views: 10706

Re: New Buildings

Another question I have concerning buildings is where are the "standard" ones contained in the program files? Are they "packaged" in a compressed file (apparently) and if so how do I unpackage them to get at the base files so I can monkey with them?
by Stoker
Wed Dec 10, 2008 11:55 am
Forum: RT III General Discussion
Topic: Best Placement of service towers and maintenance sheds.
Replies: 12
Views: 4473

Re: Best Placement of service towers and maintenance sheds.

keeping the freight speed up is slightly easier IMO than keeping a high express speed. The easiest way is simply to keep trains small- 4 cars- and use the fastest trains for the route. Fastest depends on the route length and topography- if it is a short run, a loco with a fast accleration and medium...
by Stoker
Wed Dec 10, 2008 11:45 am
Forum: Newbie Neighborhood
Topic: Greetings!
Replies: 5
Views: 2056

Greetings!

Hello everyone! This is a great site, I am glad to be a part of it. I am a long time strategy gamer (A Gold Star to anyone who remembers Empire) and have been active in scenario building and modding in several games through the years, having recently finally gotten tired of beating the dead horse Bl...