BCA Footer question

A private forum for those folks working on patches for RRT3.
coruscate
Dispatcher
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BCA Footer question Unread post

How the heck do these work?

Pulling from PJay's text here, it's the five areas before the passenger, mail and troop demands.
082 (-087) : 4 : int : q3 (1830)
086 (-083) : 4 : int : q3 (1850)
090 (-079) : 4 : int : q3 (1900)
094 (-075) : 4 : int : q3 (1950)
098 (-071) : 4 : int : q3 (2000)
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Cash on Wheels
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Re: BCA Footer question Unread post

This controls the seeding for buildings. If you for example change the retail store values from 0A to A0 Retails will take over the map. This is how the game also limits the Commerical building & Stadiums early in the game.
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RulerofRails
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Re: BCA Footer question Unread post

Is it all buildings or just the municipal ones (Building group 03)?
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Cash on Wheels
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Re: BCA Footer question Unread post

On my untouched 1.05, All 02 industry have values of 0A execpt the aluminum mill & bakery. Hotels, 04 etc are 00s. But the 05s are also all 0A. Now I wonder if the AI will build hotels if I change the values from 00s to 0A.
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RulerofRails
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Re: BCA Footer question Unread post

Never mind about that. The main useful function is for the municipal buildings. I have failed to think of a use for that code with the other building groups.

I doubt if the AI will build Hotels. As it is, they don't build normal industries. I don't recall seeing a Hotel or the like seeded, perhaps that has something to do with this setting. But, it wouldn't surprise me either if the building group 04 cannot be seeded. If you try it out, let us know what happens. I'm trying to finish up my re-vamp of Warrington Wire, so will resist getting distracted for now. :-)
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