Re: Writing Events to Count Trains?
Posted: Thu Aug 24, 2023 6:44 pm
2023 and you are still learning how a game from 2 decade ago works. That says something amazing about our game and you specificly. Love it.
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The reason is that you have to place at least one section of track in the trigger territory to trigger the purchase event, which means company cash has to be set to loco purchase amount + cost of one section of track. But, the cost of one section of track with 0% grade is $1.48k (see post here). This means you can't set company cash to be exactly equal to loco price + one track section, because you can only set company cash in whole $k.Gumboots wrote: ↑Sun Jun 18, 2023 12:34 amOk, how to prevent this? If you buy the legitimate number of locos, your company cash after the purchases will be exactly 0. If you cheat by letting trains crawl into stations, then buying more locos than you should, it is very unlikely that your company cash will exactly equal 0 when you are done. Even when you try to run it down to 0 by laying and bulldozing track, you will usually get a pop-up saying you don't have enough cash to bulldoze even one section, but it will still not be exactly 0 (ie: might be $458 or whatever).
So, if you have a check on the second (reset) event, such that you can only trigger the reset if your company cash is exactly 0, that should provide a strong disincentive for cheating. It would still be theoretically possible to unload a train that was carrying an exact multiple of a loco price, but I think arranging that in practice would be very difficult.