new map for rrt 1.06: Santa Clara

Discussion about reviews and strategies for user created scenarios made for RT3 version 1.06.
arop
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new map for rrt 1.06: Santa Clara Unread post

!!howdy!! This is my latest 1.06 map, called Santa Clara, It 's a fictive map concerning a Carribian style island with Spanish place names (not the usual fictive place names from my list). The island has buyable farms and mines, but almost no manufacturing industry; you have to build your own factories. Game start 1875, game end 1950. Any comments, advice or suggestions are as always welcome :salute:

NOTE: beta 1 is replaced by beta 2, see below
Last edited by arop on Fri Mar 08, 2013 2:52 am, edited 1 time in total.
RayofSunshine
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Re: new map for rrt 1.06: Santa Clara Unread post

Just a comment Arop,
That this scenario is a 75 year duration. But some of those of 100 years gets some what tiring. But then, some of those which are 10-15 just some time gets a little frustrating.

As like your other crsations, I am sure that the concepts of challenges of this scenario will live up to the interest which you created in the past. :salute: {,0,}
RayofSunshine
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Re: new map for rrt 1.06: Santa Clara Unread post

Don't know the reas on, but after I have laid try to 6 cities with 3 operational engines, and after I had saved the last operation of play, all my engines were eliminated. **!!!** I don't know of any key which I may have pushed to cause such a problem. :salute: {,0,}
RayofSunshine
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Re: new map for rrt 1.06: Santa Clara Unread post

After i reenstated the routing and engines, the end of the year ledger is only giving me 102 sections of track, rather that the 369 which was,and is shown as laid. **!!!** Of course, being that my engines were deleted, it is now lowering my revenue in the purchase of new ones. *!*!*! :salute: {,0,}
RayofSunshine
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Re: new map for rrt 1.06: Santa Clara Unread post

This is getting to be a real puzzle. After sending the last thread, I find that on returning to my game, that it has deleted my routing and engines again. Now I don't have any revenue to purchase new ones either. *!*!*! **!!!**
:salute: {,0,}
RayofSunshine
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Re: new map for rrt 1.06: Santa Clara Unread post

My apology, as I "jumped the gun". After the 2-3rd thread, I thought that I would try a different approach, considering that Arop didn't have a problem, and I have not encountered too many bugs with his scenarios in the past. ::!**!
Hence, I downloaded the scenario again, and everything seems to be operating satisfactoryily, even after putting it on hold a couple of times, and going into incoming e-mails.

Back to the playing. :salute: {,0,}
RayofSunshine
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Re: new map for rrt 1.06: Santa Clara Unread post

Well Arop,
I guess I will take that apology back. The problem in my initial attempt of play, with the routings and engines being deleted happened in the 1st 1 1/2 years of play. WELL, it has happened again, but this time in 3 years of play. *!*!*!

The problem seems to be happening when I "manually" am "saving" that portion of which I have played. Everything else seems to stay in place. Tracks laid, spurs to supply farms, revenue, PNW, stocks, and depots. :salute: {,0,}
arop
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Re: new map for rrt 1.06: Santa Clara Unread post

:oops: Sorry! The error is found! When copying the event "standard gauge rebuild" I forgot to remove the effect on choice 2, and trains would be destroyed when choosing option 2 in the events a) Dynamite (6 months into the game), b) (3 years into the game), c) The air brake (1890) d) The superheater (1902), e) The Giesl ejector (1946). I have fixed all these errors and apologize :oops:
Attachments
Santa Clara (beta 2).rar
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RayofSunshine
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Re: new map for rrt 1.06: Santa Clara Unread post

Well Arop,
That is why there are "betas". A time for testing for bugs and errors. Not surprising, as life is full of bugs. LOL
And I see now that there is a bug which is plagueing hospitals. Hence we have this addition to that of 'staff". :salute: {,0,}
RayofSunshine
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Re: new map for rrt 1.06: Santa Clara Unread post

I found a discriptcy Arop,
Your "Briefing" shows 90 cities by 1920, but the year end ledger shows "1930". :salute: {,0,}
arop
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Re: new map for rrt 1.06: Santa Clara Unread post

:oops: I forgot to change the ledger. The new deadline IS 1920. For the first time I have tried to use random events (it seams to work out ok) :salute:
RayofSunshine
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Re: new map for rrt 1.06: Santa Clara Unread post

Okay Arop,
I found another error, as such. ONce I completed the connections of the 90 cities, a notice appeared so stating "that now that I had connected the cities prior to 1930, that I was able to continue", or something to that extent, and as being aware of the 2 dates, I completed the connections prior to 1920. Otherwise, all seems to be working okay. :salute: {,0,}
RayofSunshine
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Re: new map for rrt 1.06: Santa Clara Unread post

Most of the time I don't get too involved with the Quarries and the Furnaces, as they don't produce enough profit revenue. I might if there is a "goal" involved.

Any way, after 3 years of operation of a Crystal Plant, and with a supply setting at the Depot, I am only realizing $12-14 of profit, with maintainence and overhead consuming $270. And the distance of supply is "right next door". I don't know if an increase of yearly production would help? Right now it is a "white elephant.
:salute: {,0,}
arop
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Re: new map for rrt 1.06: Santa Clara Unread post

8-) Quarries and furnances might not be profitable, but concrete/electronic plants are usually when supplied with ceramics/crystals :salute:
RayofSunshine
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Re: new map for rrt 1.06: Santa Clara Unread post

But this is the problem that I am having with this scenario. The Depot is setting with 10.7 loads of crystal, but the plant is not developing the chemicals which the instructions indicated would happen after 1905. All the Cyrstal Plant is doing, is losing revenue at the tune of $270 a year. The revenue per haul is adequate to a point, but the overhead and operating cost makes the operation a "white elephant". *!*!*!

I know about furnaces, which can be profitable, of which I have a few, but this Crystal PLant is a "big dud", at least in the operation which I have. And it cannot be that the haul is eating up the profits, as they are all "right next door" to the plant/depot. **!!!**

I finally sold it, to try and get some revenue benefit, but am not sure what to do with the "fertilizer plant" which I purchased for the operation to help enrich my corn fields. **!!!** (I watched both the crystal plant and the fertilizer plant, and although there was some "haulage", it wasn't adequate enough to keep either.)

I did manage to get the GOLD in Expert, completing all the goals and hauls by 1940.

Other than this "situation" and those already mentioned, I find the scenario a great workable creation.
:salute: {,0,}
arop
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Re: new map for rrt 1.06: Santa Clara Unread post

!hairpull! There is a big disadvantage about crystals, a by-product from quarries: There is almost no demand for crystals before 1950 and electronic plants. The only way to get rid of this costody in a scenario where electronic plants are not build is: A) -100 % production in the editor. B) To let ports and warehouses have a demand for crystals. C) Special industries (warehouses). D) If someone ever creates a RRT 1.07 (more new buildings instead of warehouses as machine shops, electronic plants etc. and some new industries ( :-( not perfume, casinos or nuclear bombs and other dreadful things that keeps me from building maps for TM). In RRT 1.06 I have found that dye is transported in tankers with a beer logo??? Some user created locos looks awful and should be improved or removed from the loco pack. I hope some day graphic and programming skilled 1.06 and TM people would join forces and discuss a version 1.07. I think it would prolong the life of the now almost 10 year old RRT3 :salute:
arop
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Re: new map for rrt 1.06: Santa Clara Unread post

!!howdy!! Now I have submitted the version 1.0 to Hawk for the archives. :salute:
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Hawk
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Re: new map for rrt 1.06: Santa Clara Unread post

Hawk
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