{NEW BETA} fix/update South Central British Columbia 1898
Posted: Sun Apr 21, 2019 9:08 pm
This map was previously released in a beta state. JSS, the author had done a lot more versions since the release, but remained in a work-ongoing state so wasn't released. He kindly sent me the latest version and I have done my best to go through it to make sure everything is working correctly. Bear in mind, this is among the most detailed maps ever made. There are over 400 events!
If you haven't tried this map before, it's a historical scenario. Your initial task is to build the historical route in a similar time frame. I can assure that JSS has crafted a great number of choices and decisions for you to make along the way. Did I mention there are over 580 events?
The scenery and route grading are top notch. If you see water cells (only visible thanks to reflection) those are hiding the visible territory border of out-of-bounds areas. An ingenious solution for sure.
The setup of mines and smelters (represented by Steel Mills) and the haulage needed for supplying the smelters is probably the best that has been done in RT3. It remains fairly solid against re-hauling cheats. But, better yet it feels natural to make use of the railway that you initially build.
If you want you can also focus on playing the stock market as an alternative win route. There are 19 companies in total and you can only get more industries by mergers, so there's lots of strategy here too.
Notes for beta 498:
- New chapter to build the tunnel
- 580 events now. The only time I noticed a drop in performance was when starting a new game. "Setting up Buildings" takes longer. I'm loading the map in about 40 secs now. Loading save-games is normal and gameplay is smooth, no real impact on in-game performance.
- Quite a few small bugs fixed
- Many, many tweaks. Especially to give the player better access to relevant information, especially in the ledger.
- Balancing out starting randomization has taken the leaner rather than the generous option thanks to JSS's input
- Tunnel approaches tweaked
- No more water cells hiding territory boundaries
- For now the newspapers are suspended. The map has enough events already and there are plenty of game relevant messages
- I experimented with shifting some labels, but at certain camera angles they always overlap. In my view they are informative. But if after seeing them a couple times they annoy you, shift+E and doze them.
When working on this I tried hard on the ledger to give relevant information in a condensed format. Because I spent so much time with this map, it's quite possible there are some information that I assume is known, but is actually omitted. I don't want to spoil the choices, but to give enough of an insight so as not to feel in the dark. I'm curious for any feedback/suggestions on this.
Enjoy!
If you haven't tried this map before, it's a historical scenario. Your initial task is to build the historical route in a similar time frame. I can assure that JSS has crafted a great number of choices and decisions for you to make along the way. Did I mention there are over 580 events?
The scenery and route grading are top notch. If you see water cells (only visible thanks to reflection) those are hiding the visible territory border of out-of-bounds areas. An ingenious solution for sure.
The setup of mines and smelters (represented by Steel Mills) and the haulage needed for supplying the smelters is probably the best that has been done in RT3. It remains fairly solid against re-hauling cheats. But, better yet it feels natural to make use of the railway that you initially build.
If you want you can also focus on playing the stock market as an alternative win route. There are 19 companies in total and you can only get more industries by mergers, so there's lots of strategy here too.
Notes for beta 498:
- New chapter to build the tunnel
- 580 events now. The only time I noticed a drop in performance was when starting a new game. "Setting up Buildings" takes longer. I'm loading the map in about 40 secs now. Loading save-games is normal and gameplay is smooth, no real impact on in-game performance.
- Quite a few small bugs fixed
- Many, many tweaks. Especially to give the player better access to relevant information, especially in the ledger.
- Balancing out starting randomization has taken the leaner rather than the generous option thanks to JSS's input
- Tunnel approaches tweaked
- No more water cells hiding territory boundaries
- For now the newspapers are suspended. The map has enough events already and there are plenty of game relevant messages
- I experimented with shifting some labels, but at certain camera angles they always overlap. In my view they are informative. But if after seeing them a couple times they annoy you, shift+E and doze them.
When working on this I tried hard on the ledger to give relevant information in a condensed format. Because I spent so much time with this map, it's quite possible there are some information that I assume is known, but is actually omitted. I don't want to spoil the choices, but to give enough of an insight so as not to feel in the dark. I'm curious for any feedback/suggestions on this.
Enjoy!