Search found 23 matches

by moblet
Sun Nov 05, 2017 4:09 am
Forum: Unfinished Maps
Topic: California 2020 (for v1.05)
Replies: 31
Views: 27281

Re: California 2020 (for v1.05)

I'm the scenario's author. I haven't looked at the scenario or the editor since this thread petered out back in 2009. I gave up on scenario creation due to not getting sufficient engagement at the time and also because of the bugs affecting the behaviour of some variables, and rarely play RT3 these ...
by moblet
Fri Dec 31, 2010 4:55 pm
Forum: Version 1.05 Scenarios
Topic: Yellowstone - Beta
Replies: 75
Views: 34500

Re: Yellowstone - Beta

belbincolne wrote:First things first - I'm playing it on 1.06 and its the Beta which never seems to have been updated.
I've only played this scenario in 1.05, so everything I wrote above applies to that. Not tried it in 1.06.
by moblet
Fri Oct 01, 2010 10:30 am
Forum: Version 1.05 Scenarios
Topic: Yellowstone - Beta
Replies: 75
Views: 34500

Re: Yellowstone - Beta

Have played this one twice and had some good fun trashing the Park. Both times on Expert, first time got Gold with only 3 months to spare (on both industry profit and pax ex-Gardiner), second time I tried much the same development sequence again and made more industry profit but fell short of Gold b...
by moblet
Mon Jun 14, 2010 1:13 pm
Forum: Version 1.06 Scenarios
Topic: Railways of Jamaica
Replies: 10
Views: 10152

Re: Jamaica

Well, moblet, you just created an impossible problem ! Yeah, I know. I have eyesight problems and could never imagine doing what you mapbuilders do. I have a huge amount of respect and admiration for your efforts {,0,} In theory it might be possible to manually raise the inland terrain without mess...
by moblet
Mon Jun 14, 2010 6:18 am
Forum: Version 1.06 Scenarios
Topic: Railways of Jamaica
Replies: 10
Views: 10152

Re: Jamaica

Hi arop, I'm really happy to see this map, as I lived in Jamaica for two years (working at bauxite mines at Discovery Bay, power plant at May Pen, NGOs in Kingston), and travelled all over the island, so it was fun to revisit some of the places I knew. I also remember old railway buildings such as C...
by moblet
Tue Jul 14, 2009 7:35 am
Forum: Unfinished Maps
Topic: California 2020 (for v1.05)
Replies: 31
Views: 27281

Re: California 2020 (for v1.05)

There isn't enough coal/iron on the map to make steel mill profitable nor enough rubber for tires hence not enough of these for autos. Plus after the first 5 years there isn't enough uranium for electricty. The ports! Look at the ports! Plus the warehouse at Merced. Producing most of the required c...
by moblet
Sun Jul 12, 2009 11:32 am
Forum: Unfinished Maps
Topic: California 2020 (for v1.05)
Replies: 31
Views: 27281

Re: California 2020 (for v1.05)

I think I'll charge the player extra overhead (30%, maybe more) in exchange for making the electricity LTD. Might soften the auto penalty to half a million too.

Hope the family are being nice to you. I'm about to move house so won't get back to this for maybe a couple of weeks.
by moblet
Fri Jul 10, 2009 4:19 am
Forum: Unfinished Maps
Topic: California 2020 (for v1.05)
Replies: 31
Views: 27281

Re: California 2020 (for v1.05)

I completely agree about switching off train crashes. Dunno why I didn't think to do that before. For the auto haulage, note that the medal requirement is haulage from the AutoZone, not specifically to any destination. The Utah auto target is a separate target that earns you a bonus. I set up the Au...
by moblet
Thu Jul 09, 2009 12:45 pm
Forum: Unfinished Maps
Topic: California 2020 (for v1.05)
Replies: 31
Views: 27281

Re: California 2020 (for v1.05)

Sorry, the readme has just a passing reference to playing without the .lng file. The only thing you have to know playing with the original commodities is that implants are represented by toys. Correct, you don't need to own the power stations; thanks for picking up on that. I don't like that degree ...
by moblet
Wed Jul 08, 2009 3:16 pm
Forum: Unfinished Maps
Topic: California 2020 (for v1.05)
Replies: 31
Views: 27281

California 2020 (for v1.05)

OK, I think this one's about ready to throw to the wolves, er, I mean, beta testers. This is my first scenario, and as I went into this not knowing much about how the editor functioned the programming ended up more complex than I anticipated and I had to switch some of my variables around. It seems ...
by moblet
Tue Jul 07, 2009 8:59 am
Forum: Scenario Writing
Topic: Beware when temporarily changing a territory variable
Replies: 7
Views: 6887

Re: Beware when temporarily changing a territory variable

Be certain you are testing against a specific territory and not ALL territories. Both the conditions and effects were confined to one specific territory. Also, take a look at what is happening with other effects applied to territories, like territory access fees or production rates. Same deal. I te...
by moblet
Tue Jul 07, 2009 8:35 am
Forum: Version 1.05 Scenarios
Topic: The Port of Newcastle
Replies: 26
Views: 14256

Re: The Port of Newcastle

Sent via PM. :salute:
by moblet
Mon Jul 06, 2009 9:34 am
Forum: Version 1.05 Scenarios
Topic: The Port of Newcastle
Replies: 26
Views: 14256

Re: The Port of Newcastle

Vineyard's installed and the party's started. The scenario opens too. Warehouses: the warehouse problems seem to be a combination of not having selected the right "Warehouse" from the list of indistinguishable warehouses (trial and error is the only method I know), and having switched off ...
by moblet
Mon Jul 06, 2009 5:54 am
Forum: Scenario Writing
Topic: Beware when temporarily changing a territory variable
Replies: 7
Views: 6887

Beware when temporarily changing a territory variable

I'm finding RRT3 1.05 is playing an interesting trick when I temporarily change a territory variable. RRT3 creates a "Temp offset" event (visible in the editor during play) to change the variable back to zero, but instead of changing the variable for only that territory, it sets that terri...
by moblet
Mon Jul 06, 2009 4:47 am
Forum: Version 1.05 Scenarios
Topic: The Port of Newcastle
Replies: 26
Views: 14256

Re: The Port of Newcastle

I can't open this version. I get the message: Data problem: unable to find building type 'vineyard' . Are there some additional files we need to run it? For the purposes of having others test the scenario at this stage it might be simpler to leave them as standard produce farms until the operational...
by moblet
Sun Jul 05, 2009 12:26 pm
Forum: Default RT3 Scenarios
Topic: Alternate USA
Replies: 28
Views: 45818

Re: Alternate USA

One thing I found useful was to work the pairs of territories that required the same product, e.g. send corn trains to stations in Louisiana, where trains are waiting for corn to take to Roosevelt. It allows a single load to contribute to two targets and stops the first territory getting too full an...
by moblet
Sun Jul 05, 2009 5:37 am
Forum: RT III General Discussion
Topic: "Flying" planes
Replies: 1
Views: 1491

"Flying" planes

I just came across this in the language file: 439 "Now you'll get to fly a plane in a somewhat simplified manner.\n\nControls:\n\n<: Throttle down\n>: Throttle up\nA: Roll Left\nD: Roll Right\nW: Pitch Down\nS: Pull Up\nZ: Yaw Left\nX: Yaw Right\nC: Toggle Camera between exterior and nose\nESC:...
by moblet
Sun Jul 05, 2009 3:31 am
Forum: Version 1.05 Scenarios
Topic: The Port of Newcastle
Replies: 26
Views: 14256

Re: The Port of Newcastle

Now that's just cruel. Then again, a sadistic streak is an essential trait for any scenario builder...
by moblet
Fri Jul 03, 2009 3:28 pm
Forum: Version 1.05 Scenarios
Topic: The Port of Newcastle
Replies: 26
Views: 14256

Re: The Port of Newcastle

I've added an event to build the steel mill in 1915, but I can't find any way to get rid of it in 1999. Does anyone have a solution to this problem? You can use the Destroy Buildings event effect to destroy all the buildings in a territory. If you create a little territory that's only just big enou...
by moblet
Fri Jul 03, 2009 10:43 am
Forum: Version 1.05 Scenarios
Topic: The Port of Newcastle
Replies: 26
Views: 14256

Re: The Port of Newcastle

Hi Glaycyer, Fantastic to see a detailed map that's close to home (my grandfather was a coal miner in Newcastle and as a child I spent many weeks each year with my grandparents there, and more recently colleagues of mine have worked on trying to optimise these very coal railing operations). Like the...