I probably misunderstood what you said. The initial 3-yr seeding period happens only when you select a map from the main menu in single player - play scenario, and then start it up.wsherrick wrote:Would the undesired seeding take place while the game is on pause?
Search found 178 matches
- Sun Feb 11, 2007 6:56 pm
- Forum: RT III General Discussion
- Topic: Transcontinental!
- Replies: 46
- Views: 17981
- Sun Feb 11, 2007 12:28 am
- Forum: Version 1.05 Scenarios
- Topic: Review of The Cheshire by Lama
- Replies: 4
- Views: 4286
Thank you for the review! I'm glad you liked it. The hillyness is a big factor, of course, and I'm sorry that you found track building so difficult. I decided against making it any easier, because I was afraid players might start building multiple stations in these places. One of the benefits of usi...
- Sun Feb 11, 2007 12:21 am
- Forum: RT III General Discussion
- Topic: Transcontinental!
- Replies: 46
- Views: 17981
Another idea would be to start the game on pause while in the editor give the Union Pacific some money; issue some stock and then buy it all back. Always remember to save, of course :D Unless I misunderstand what you‘re saying, this is not a good idea! If you make a scenario from a map that has b...
- Sat Feb 10, 2007 10:30 pm
- Forum: RT III General Discussion
- Topic: Transcontinental!
- Replies: 46
- Views: 17981
I've noticed that the share price of pre-started companies can get weird (on Isola Nova). The price shown in the editor is rarely the price you see when the map is actually started! Always start the map as a game, and see how the prices look, then. Without having figured out an exact cause (though i...
- Sat Feb 10, 2007 10:24 pm
- Forum: RT III General Discussion
- Topic: Question for Patch Makers - re: File Folders within game
- Replies: 4
- Views: 2174
I use Windows Explorer and make a number of folders to hold different types of maps, My own maps, Maps that I have changed to fit my own play style and original maps that came with the game that I removed from the map file to keep it small. I also keep patches in their own folder and game parts eac...
- Fri Feb 09, 2007 1:42 pm
- Forum: RRT3 Patch Makers
- Topic: 1.06 Subproject: Reserve Cargo at Buildings
- Replies: 17
- Views: 5743
- Thu Feb 08, 2007 10:01 pm
- Forum: RRT3 Patch Makers
- Topic: 1.06 Subproject: Reserve Cargo at Buildings
- Replies: 17
- Views: 5743
- Wed Feb 07, 2007 12:07 pm
- Forum: RRT3 Patch Makers
- Topic: 1.06 Subproject: Reserve Cargo at Buildings
- Replies: 17
- Views: 5743
- Sun Feb 04, 2007 11:47 pm
- Forum: RT III General Discussion
- Topic: Suggestions for maps section of website
- Replies: 15
- Views: 6790
I suspect the 0 voting scores you got was unintentional. OK, maybe I am paranoid. :shock: But at the time, I remember that another map on that site went from being posted to having quite a few 100% ratings within a few days. To even have multiple ratings within days would be a statistical anomaly. ...
- Sun Feb 04, 2007 5:26 pm
- Forum: RT III General Discussion
- Topic: Suggestions for maps section of website
- Replies: 15
- Views: 6790
I am purely speculating here but I would say that if someone will find a map not to his liking because of the way it plays (delivery goals vs connection goals as example) would deduct fewer points then if lets say some of the key events did not work. So a half finished map with major omissions woul...
- Sat Feb 03, 2007 9:39 pm
- Forum: Version 1.05 Scenarios
- Topic: Guatamala Revised
- Replies: 8
- Views: 4741
I just remembered that I actually made the invasion goals a bit easier - it used to be you had to meet yearly goals three years in a row. Now, it's only cumulative over three years, with lower haul requirements. So you can drop stuff and pick it back up, and carry it on to the next station. The real...
- Sat Feb 03, 2007 1:48 am
- Forum: Version 1.05 Scenarios
- Topic: Guatamala Revised
- Replies: 8
- Views: 4741
It has gotten a bit harder, hasn't it? :oops: I don't think I changed that much, though. Mostly, I wanted to make it more realistic. The biggest changes were a start date twenty years later than beta, and removing weapons and ammo from the Pacific Coast port. I actually added coal to the map, and un...
- Sat Feb 03, 2007 1:29 am
- Forum: RT III General Discussion
- Topic: Suggestions for maps section of website
- Replies: 15
- Views: 6790
- Sat Feb 03, 2007 1:00 am
- Forum: RRT3 Patch Makers
- Topic: 1.06 Subproject: Prevent AIs from reusing logos
- Replies: 15
- Views: 6076
- Thu Feb 01, 2007 2:27 pm
- Forum: RT III General Discussion
- Topic: Suggestions for maps section of website
- Replies: 15
- Views: 6790
A pointer to a review thread is a great idea, but please don't do a rating system. I feel like that is the kind of system where people can essentially be snipers without giving any constructive crtiticism whatsoever. Likewise, a high rating doesn't mean much, either, if it doesn't come with a comment.
- Thu Feb 01, 2007 2:24 pm
- Forum: RT III General Discussion
- Topic: new campaigns ???
- Replies: 10
- Views: 4726
There had been, at some point, a user-made campaign in the works for RT2, but it was never finished. It would have had to replace the existing campaign, as would be the case in RT3; unless we find a way to give the user an option to chose between different campaigns. I've never finished the RT3 camp...
- Wed Jan 31, 2007 7:55 pm
- Forum: RT III General Discussion
- Topic: Opinions needed--again.
- Replies: 16
- Views: 6748
- Tue Jan 30, 2007 9:41 pm
- Forum: RRT3 Reviews & Strategies
- Topic: Beta-Tester? Two new maps
- Replies: 51
- Views: 47069
Hey Cliff, thanks for the long comment! I'm glad you made it, eventually. It takes some time to get an overview of this map, I guess, since there are all these AI-Co's around, and it's not very predictable how they will behave, at first. I'm giving this map a final polish, right now. I am mostly sti...
- Sat Jan 27, 2007 4:54 pm
- Forum: RT III General Discussion
- Topic: Port/Warehouse exchange properties and prices
- Replies: 5
- Views: 2793
- Sat Jan 27, 2007 4:49 pm
- Forum: RT III General Discussion
- Topic: Transcontinental!
- Replies: 46
- Views: 17981
Lama, I think you can set an event to affect locomotive speed and use the usual company, player and territory filters. Whether this actually works I have not yet verified. :D I know it works for company, therefore it should work for player, if you define that it affects his company, since a player ...