Coru's game mods (and questions!)

Creating and editing buildings and Commodities.
coruscate
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Re: Coru's game mods (and questions!) Unread post

KevinL wrote:How does the lavender farm and the vineyard turn passengers into something else?
Same way everything else works in the game, the passengers have a price per load like everything else, so as long as the price of what is made exceeds the cost of the passengers then the building profits by making the transformation. To the game it's just load names, prices and numbers. It doesn't show up the way normal passenger demand is though, I do believe.
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Re: Coru's game mods (and questions!) Unread post

I took a mental break and then got back to skinning.

Image

The Tourist Trap (small retail) on the left is mostly done. I need to redo the pavement, it SUCKS @_@ and then the dark stripe in the center building. I need to double check the very hard to read signs that I may forget about getting exactly right since they are so hard to see anyway... ...and actually that's what the game designers did to for those that pay attention ^^;;

The museum is mostly done, some areas stretch in a bad way so I'm going to try and correct them. I put in my own banners and they are correct on the right, backwards on the left. Oh well, I'm leaving them. I''m going to try and de-greek this a little more and hopefully it'll come out right. If I can make the "podiums" out front disappear without leaving a hole in the staircase, same with the columns, I may get rid of all of them.
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Re: Coru's game mods (and questions!) Unread post

It mostly works but...
nedfumpkin wrote:.5 livestock = 1 livestock

.1 livestock = .5 wool
Why?
nedfumpkin wrote:.Then it produces and demands 1 load of passengers as passengers.(in the footer of the bca)
I, personally would drop the people producing part, part of what I'm doing with my buildings is balancing out buildings that just draw people with buildings that produce people and both.
nedfumpkin wrote:.So this means that in total, the vineyard can supply 4 loads of alcohol if all its demands are met.
Couldn't the game just ignore the other entries and overtransform livestock instead?
nedfumpkin wrote:.I'm going to aso make it buyable, but not buildable.
Sounds about right. Billionaires don't tend to start many small businesses.
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Re: Coru's game mods (and questions!) Unread post

So I tested the airport to produce people with diesel, food and alcohol.

The combo is profitable.

By the overhead is astronomical, so what drives that factor in businesses?
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nedfumpkin
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Re: Coru's game mods (and questions!) Unread post

....} .5 livestock = 1 livestock

.1 livestock = .5 wool[/quote]

Why?



Because the thing I am working on is the sheep idea I saw the guy doing in a local vineyard so the load of sheep comes in, eats the grape leaves, get shorn, then go on to other places. Each year they are replaced.

It'll only tranform 1 load per year.




I, personally would drop the people producing part, part of what I'm doing with my buildings is balancing out buildings that just draw people with buildings that produce people and both.

....the people production represents migrant workers, and later tourists because I thought you wanted to have tourts.



So this means that in total, the vineyard can supply 4 loads of alcohol if all its demands are met.

Couldn't the game just ignore the other entries and overtransform livestock instead?

....it shouldn't happen, but I am testing it out still. From what I have seen so far, the game considers all entries equally so it doesn't seem to favour one or the other....looks like it spreads everthing out equally so the .1 demands are supplied at the same time as .1 goes to the other demands. From what I am seeing, it's working really well in this respect, but I still have testing to do.

nedfumpkin wrote:.I'm going to aso make it buyable, but not buildable.
Sounds about right. Billionaires don't tend to start many small businesses.[/quote]

That was my consideration too.



One thing I am trying to do is make it so that all cargo has a life cycle. It comes from somewhere and gets transformed, then consumed. But only cargo that should be consumed will be treated as such. At the same time, I want to factor in waste production as well.

Another idea that I have been toying with trying is to create two versions of the house bca. In this way I would have it so there was one set for the 1800s, and another for the 1900s and on.

This would allow me to have a lot more lifestyle differences as time progesses, but I'd have to consider overlap, and whether the game has any hardcoding that relates to the houses....could be just a dream.
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....the people production represents migrant workers, and later tourists because I thought you wanted to have tourts.
Yes I did, it just seems weird that it would produce migrants instead of demand them by I "get it" in that you have some kind of formula you're following so all good.

I did some more testing with the people producing (transformation) idea I kept toying with, I isolated an airport, a set of attractions and houses into three areas with unpenetrable mountains. The airport was on the "diesel -> people" scheme. I found out that passengers produced through transformation don't have whatever "spark" the game gives them to want to go someplace. I could run an additional test to see if they can be straight traded with buildings that consume people but that's more work than just working with the system (my that sounds sinister).

I couldn't make the airport colums disappear so I'm going to work on de-greeking them a little more and then you'll have two more skins.

Next on my list is legoland (another "attraction," just using a tire factory skin), the shipyard and the second tourist trap. Shortening the shipyard like you suggest may not be possible, it's a complicated skin with a lot of separated parts so... it might get ugly if we try to transparency too many things.
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Re: Coru's game mods (and questions!) Unread post

coruscate wrote:
KevinL wrote:How does the lavender farm and the vineyard turn passengers into something else?
Same way everything else works in the game, the passengers have a price per load like everything else, so as long as the price of what is made exceeds the cost of the passengers then the building profits by making the transformation. To the game it's just load names, prices and numbers. It doesn't show up the way normal passenger demand is though, I do believe.
Ok now I get it. You're using the passengers as workers that work at the farm and vineyard and make the product.
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Re: Coru's game mods (and questions!) Unread post

More like tourists driving vineyard profits up by visiting in person.
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Alright gentlemen, here are the buildings: They are done, they work, most are set to be able to be built and bought but I don't think they will turn profitable. I do that mainly just to see what happens. But they're all good to go with. Only the shipyard and hospital are early, early beta. The others looks clean enough to game with for sure. They just lack beauty shots, for now.
"All demands at start time" on two of those industries below means when those products (rubber) are available in the game.

http://healthyinsanity.com/railroad/


http://healthyinsanity.com/railroad/airline.rar

Airline
Price: 85 mill
Starts 1909.
Demands 3 diesel, 0.5 meat, 0.5 alcohol from 1909 on.
And produces two waste after 1990.
Pass to 6 - Pass from 1
mail to 1 - mail from .3
Troop to 2 - Troops from 0


http://healthyinsanity.com/railroad/attraction.rar

Attraction
Price: 120 mill
Starts 1900.
Demands 4 meat, 4 toys, 4 goods from 1900 on.
And produces two waste after 1990.
Pass to 4 - Pass from 0
mail to .5 - mail from 1
Troop to 1

http://healthyinsanity.com/railroad/casino.rar

Casino
UPDATE! Contains both versions of the casino
Price: 60 mill
Starts 1931.
Demands 2 meat, 0.5 goods, 2 alcohol from 1931 on.
And produces one waste after 1990.
Pass to 4 = Pass from 0
mail to .5 - mail from .3
Troop to 2

http://healthyinsanity.com/railroad/hospital.rar

Hospital
Update: This one is based on the commercial building, not the brewery. The graphics on it are "beta," I want to customize them more.
Price: 5 million
Starts 1830
(All demands at start time) 3 goods, 2 plastic, 2 rubber, 1.5 alcohol
Pass to 3 - Pass from 3
Mail to 1 - Mail from 0
Troops to 2 - Troops from 0

http://healthyinsanity.com/railroad/lavendar.rar

Lavender
Price: 1.1 mill
Starts 1830.
Produces one good
Transforms .4 passengers into .2 goods up to .9 times a year.
Pass to 1.5 - Pass from 0
mail to 0 - mail from .3
No troop movement

http://healthyinsanity.com/railroad/shipyard.rar

Shipyard
BETA - Looks just like a port for now.
Price: 30 million
Starts 1830
(All demands at start time) 4 steel, 1 oil, 3 lumber until steel comes out, then only 1 lumber
Pass to 1 - Pass from 0
Mail to 0 - Mail from 0
Troops to 0 - Troops from 0

http://healthyinsanity.com/railroad/touristtrap.rar

Tourist Trap
Only contains the small tourist trap, the graphics for the large one are not done yet.
Price 90k
Upgrade N/A
Starts 1830
Demands 1 good a year
Pass to 2 = Pass from 0
Mail to 0 - Mail from 0.5
No troop movement

http://healthyinsanity.com/railroad/vineyard.rar

Vineyard
Price: 800k
Starts 1830.
Produces one alcohol a year
Transforms .3 passengers into .4 Alcohol up to .9 times a year.
Pass to 3 - Pass from 0
mail to 0 - mail from .2
Troops = 0


All of the above mods will be required in my "modified" version of the San Diego map.

And this one is totally optional, it's the new church building I came up with. It's probably the last time I'll work on it, but technically I should add some back doors.
http://healthyinsanity.com/railroad/churches.rar
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Re: Coru's game mods (and questions!) Unread post

All the retail in the game is like... 1800s and early 1900s retail. Using the warehouse to simulate a mall is okay but...

Mall
Price: 5 million
Starts 1950
1950 on it demands 4 clothing, 3 goods, 2 toys, 1 furniture and a partridge in a pair tree.
Pass to 3 - Pass from 0
Mail to 1 - Mail from 1
Troops to .5 - Troops from 0


I wanted a mall, so it'll be coming too as soon as I can make the skin look decent enough to share. This one was a pain let me tell you... ...I'm using the stadium as a model.
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Re: Coru's game mods (and questions!) Unread post

Given the prices to build some of these, I assume that they're primarily for placement by the game. I can't imagine spending $125 Million for anything, especially if it's not going to return a decent profit (in my book that's 10% or better).
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nedfumpkin wrote:Looks really good...I've just completed a glass factory.....

In 1830 it takes 1 logs and 1 sand, or 1 coal and 1 sand to make 1 glass. In 1860 it's only coal and sand.

In 1910 it takes .3 chemicals, .5 sand and .1 machinery to make 1 glass. In 1920 it no longer takes coal, but instead takes .5 sand, .2 aluminum and .1 machinery to make 1 glass.

In 1910 the electric plant will demand glass.


EDIT: Fixed it to 1 load coal plus 2 loads of sand equals 2 loads of glass. (was a typo in the bca)
Hi Ned: is your glass factory ready to use? Where can I get it?
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Re: Coru's game mods (and questions!) Unread post

Wolverine: Yes, I tried to be somewhat logical about the costs of these items, plus if I do figure out a way to make it profitable I need to balance it out in the game so it doesn't become the super secret level winner building. I may also adapt Ned's approach to pricing the ones that are truly going to be available to be bought (Vineyard, Lavender farm) and adjust the prices in the final release.

And on that note, question, can you make mod buildings for the 1.06? I would assume so. I was looking over the industry list and what I have now, with what is in that version of the game will make a complete San Diego map with all the proper industries.

Well except bio-tech. But I can just skin a commercial building and have it demand random bits of science junk in either version of the game.

Marvelous: Ned's glass factory works with his version of the game, glass isn't an item in either version of the game currently out.
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Re: Coru's game mods (and questions!) Unread post

The mall's graphics still DEFINITELY need work, BUT, it's graphically different enough for y'all to see what I'm doing, and it's functional enough to include in your game.

Hawk, no need to post this at the moment. Not required for any maps yet.

http://healthyinsanity.com/railroad/

There is now an index page there that lists and explains the mods, and shows what versions of San Diego are upcoming here. The mall is up there. For now on that is "the usual spot." If I say it's up, it's there.

Update Since I'm asking WP&P about editing 3dp files I wanted to see if we could create a shrunked port for a fishing pier, so the basis for it bca and bty, wise is there as well as a "Breaker" for Mr. Scott. It's made from the lumber mill with the exact same stats, except it's 1 coal for 2 coal.

Edit again: Found out I was wrong about needing an industry installed before you make a map, you juse need to have it checked off, a-duh 8P Hey at least it workds. This means Casinos etc. can all be worked into pre-existing maps, like say, Las Vegas :mrgreen:
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Re: Coru's game mods (and questions!) Unread post

Downloaded your mods !$th_u$! But where do I put the tga files?
Also, can I get Ned's version of the game **!!!**
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Re: Coru's game mods (and questions!) Unread post

BCA and BTY files go into ((Your RT3 directory))data\building types

TGA go into ((Your RT3 directory))data\2d

And for Ned's game you're waiting as eagerly as I, and some of these buildings skins you just downloaded are being used in that.
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Re: Coru's game mods (and questions!) Unread post

Updates! (Nothing for the site yet, Hawk)

1) The Fishing Pier is now ready to use, it's as productive and as profitable as the lavender farm and vineyard. It's based off of the meat factory, slightly reskinned.
2) The mall is ready to use!
3) The science lab is available now and ready to use! It's a house level demand of "science," so a little ores, livestock, base materials. I need to update it still, but you can jump in and play with it.
4) The Shipyard is undergoing changes still, I'm trying it with a tire factory.
5) College, still working it out though.

And all of the buildings that have graphics, have preview graphics.
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Re: Coru's game mods (and questions!) Unread post

I'm coming late to this party, I've been out of it for some time what with this and that. From reading this thread, it looks like you might be re-inventing the wheel! There is a hospital done, I think, for 1.06 which demands medicine. I think to make the medicine was 2 chemicals plus 1 dye. I would have a look at what's already been done if I were you.
Nice buildings, by the way! Very impressive. !!clap!!
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Re: Coru's game mods (and questions!) Unread post

Yeah this is to compensate for the lack of it in the non-1.06 version, plus Ned will be using many of my skins for his version. The hostpial is way, WAY early. All I did was tint a commercial building and add the + and "Emergency." I want to alter the windows and see if I can somehow get the word "hospital" on it without having it repeat a ba-jillion times.

At the moment I'm trying NOT to go into editing cargo.

Buuuuuuuuuuuut... if I do I had an idea.

Just add three cargo, red, green and blue. (RGB) They have 100, 200 an 300 price levels so anyone could use them in a warehouse / fast custom building situation to simulate some kind of cargo they don't actually have on the map. The cargos would be unnamed, it would be up to the "storyteller" to tell us what "red" is, etc. For instance they could be set up to be anthracite simply by stringently performing the math on how the cargos are transformed. Or electronics, or military tanks, etc.
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Oh and if I can, and I don't see why not, I will be adapting some of these mods for 1.06. That was the idea with 1.06 from what I have read, that some people would later on take over skinning some of the new buildings.

I just wish we could figure out how to make 3dp files...
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