Search found 569 matches

by Stoker
Tue Jan 28, 2014 2:18 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 398583

Re: Cargo & Industry fixes for 1.06

Here is a peek at what the proposed new names look like in the game.

Image

New icons will come later after all changes are nailed down.
by Stoker
Tue Jan 28, 2014 11:49 am
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 398583

Re: Cargo & Industry fixes for 1.06

I agree about Canned Foods not quite fitting things like Cheese as well as PackagedFoods would. Something I did not mention in that previous post is that I checked this morning and the limit on cargo name length (so that they appear correctly in the cargo map) is 11 characters. CannedFoods or Canned...
by Stoker
Tue Jan 28, 2014 10:59 am
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 398583

Re: Cargo & Industry fixes for 1.06

I have been giving some thought to my proposed fix for the Crystals weirdness. The 1.06 developers had this cargo named as "Sand" right up until the very last moment and then went with "Crystals" (Whatever that is supposed to mean). I would also really like to make the Cement (Co...
by Stoker
Tue Jan 28, 2014 8:18 am
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 398583

Re: Cargo & Industry fixes for 1.06

I intend to leave the existing Furnace intact because so many existing scenarios use it. Although the Furnace can make decent profits, it never functions as intended. It will generally make either one or the other output, not both, yet it demands both Ore & Rock so one or the other just piles up...
by Stoker
Mon Jan 27, 2014 9:43 pm
Forum: Version 1.05 Scenarios
Topic: Review Of Farewell To Steam
Replies: 17
Views: 11339

Re: Farewell to Steam

I have to admit that your tycoonage skills defeated everything I wanted to keep a player from doing... On the upside, this is a great scenario , and was fairly hard to crack. I played this without using Robber Baron tactics my first times a few years back, and it is well constructed and a lot of fu...
by Stoker
Mon Jan 27, 2014 6:55 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 398583

Re: Cargo & Industry fixes for 1.06

I don't really like the idea of marginal demand. Especially in the modern eras it seems really unrealistic to be supplying an industry with a special consist train that demands one or less per year. I have a sneaking suspicion that supplying a Brewery or Distillery with Ceramics actually decreases ...
by Stoker
Mon Jan 27, 2014 6:42 pm
Forum: RRT3 Patch Makers
Topic: Locomotive fixes for 1.06
Replies: 132
Views: 115108

Re: Locomotive fixes for 1.06

No thanks on the Guide suggestion. I am really not trying to get people to try certain strategies. Whenever I try to explain advanced RT3 strategies most people get defensive and say something like" Ya, but I have fun playing my way". Which , of course, means that they most likely don't un...
by Stoker
Mon Jan 27, 2014 6:25 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 398583

Re: Cargo & Industry fixes for 1.06

Many industries consume Ceramics, among them the Construction Firm, as you mention , ROR. The Construction Firm is classified as a "Municipal Building" and they spawn in cities along with the other buildings in this category like Churches and Schools. As far as which scenarios have a big d...
by Stoker
Mon Jan 27, 2014 5:58 pm
Forum: RRT3 Patch Makers
Topic: Locomotive fixes for 1.06
Replies: 132
Views: 115108

Re: Locomotive fixes for 1.06

You are overlooking the production boost that increased profit gives. The exact mechanism of RT3 Passenger production is a bit murky, but I can tell you for sure that increasing the profit of Passenger loads also increases the Weighted Demand Price across the whole map, which in turn also increases ...
by Stoker
Mon Jan 27, 2014 5:37 pm
Forum: RRT3 Patch Makers
Topic: Locomotive fixes for 1.06
Replies: 132
Views: 115108

Re: Locomotive fixes for 1.06

The thing about using the Dining car and loco with good passenger rating is that it increases not just the Passenger haulage profit, it increases the Hotel profits, and this increases the Weighted Demand from other cities, which increases the haulage profits, which increases the Demand which increas...
by Stoker
Mon Jan 27, 2014 5:31 pm
Forum: RRT3 Patch Makers
Topic: Locomotive fixes for 1.06
Replies: 132
Views: 115108

Re: Locomotive fixes for 1.06

Yep, using a dining car is essential when trying to maximize the Passenger potential. Also, using a custom consist leaving one or two cars assigned to Express (or passengers) helps ensure that the Passenger ball gets going, as many times there will only be partial loads of Passengers and if left to ...
by Stoker
Mon Jan 27, 2014 5:22 pm
Forum: RRT3 Patch Makers
Topic: Locomotive fixes for 1.06
Replies: 132
Views: 115108

Re: Locomotive fixes for 1.06

I am one of the few RT3 players who likes to sometimes push the Passenger haulage to its maximum potential, and using locos with a good passenger rating makes a big difference when you are trying to accomplish this. Most people recommend not bothering with Hotels, Restaurants, and Taverns, and in my...
by Stoker
Mon Jan 27, 2014 5:00 pm
Forum: RRT3 Patch Makers
Topic: Locomotive fixes for 1.06
Replies: 132
Views: 115108

Re: Locomotive fixes for 1.06

What is the current Locomotive count as of the 1.06 release? Just curious how many open slots there are for new locomotives to be added. As I mentioned in the exploration thread for this project, the two things that bug me the most as far as locos go are the Duke being a North American loco, and if ...
by Stoker
Mon Jan 27, 2014 4:41 pm
Forum: Version 1.05 Scenarios
Topic: Review Of Farewell To Steam
Replies: 17
Views: 11339

Re: Farewell to Steam

I decided to give this one another go, as I have not played it in years. This time, I decided to see how fast I could get the Gold if I pulled out all the stops. On Expert, I started in 1900 , creating a Company with maximum investor input, choosing the Northwest territory. I then purchased as many ...
by Stoker
Sun Jan 26, 2014 5:43 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 398583

Re: Cargo & Industry fixes for 1.06

A correction of something I see being assumed here: The addition of new industries that can bolster production of certain scenario required cargoes (like Cheese) in this patch will not change scenarios at all. The reason I say this is because any new industries do not automatically get added to exis...
by Stoker
Sun Jan 26, 2014 5:18 pm
Forum: RT III General Discussion
Topic: Gaining Personal Net Wealth (PNW)
Replies: 57
Views: 45204

Re: Gaining Personal Net Wealth (PNW)

I have a another question about PNW... I know how stock splits at the end of the year if it's over $100/share, but I haven't been able to decide if it's better to sell off my stock high (over $125/share) then rebuy it after it splits (at ~$60/share), or simply to hold on to as much stock as possibl...
by Stoker
Sun Jan 26, 2014 4:48 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 398583

Re: Cargo & Industry fixes for 1.06

Ya, but when was the last time you saw a trainload of Cheese? Or Coffee? I drink Coffee all day every day, and last night I put away a whole wheel of Brie, but limiting scenarios to these overly specific items gets really old. 11 years old to be exact. And think of the diets these poor Tycoononauts ...
by Stoker
Sun Jan 26, 2014 4:19 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 398583

Re: Cargo & Industry fixes for 1.06

Ok, further thoughts: if worried about meat packing plants being too profitable (if producing hides) there are possible ways around that too. You could always increase the purchase price of the meat packing plant. That wont affect spawning or AI's and will just make the price offset the profit for ...
by Stoker
Sun Jan 26, 2014 4:09 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 398583

Re: Cargo & Industry fixes for 1.06

The idea is that 1.06 should play it in, but maps built in 1.06.X or whatever this is going to be called, will not play in 1.06. That said there may be some maps were I could see it only playing well in 1.06 and not 1.06.X. For example, if the map had a haul crystals goal as the crystals may have r...
by Stoker
Sun Jan 26, 2014 4:02 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 528
Views: 398583

Re: Cargo & Industry fixes for 1.06

Quick question. Will changing all this stuff still make it compatible with current maps for 1.06? As mentioned a couple times already in this thread,the goal is to make this patch backwards compatible with all existing maps, including versions prior to 1.06. Depending on exactly what changes are ma...