Moderator: Grandma Ruth
Wolverine@MSU wrote:Hawk: I couldn't find WP&P's BuildingPlanner in the "Extras" page. If he gives the OK, it would probably be a useful thing to post.
Optimizer wrote:Thank you, this works great!
This is also helpful to encourage advanced industrial chains before the simpler ones go obsolete. If a Tool & Die needs 3 cars of Iron to make 1 car of Goods, Steel Mills would certainly become more useful even before the Iron-Goods production goes obsolete.
An interesting project would be a mod which reforms all existing industries, so the game becomes simpler to play, but more difficult to master.
Optimizer wrote:TM is interesting indeed, but the door for co-operative development seems to be closed.
Hawk wrote:Optimizer wrote:TM is interesting indeed, but the door for co-operative development seems to be closed.
The door for co-operative development has never been closed here. It may seem that way to you since you only joined the forum a couple of days ago and come in here like gang-busters wanting to change this and that and haven't even given the folks here a chance to get to know you.
Ned is busy with TM and most folks here are looking forward to it. I know I am.
Blackhawk wrote:Good luck making the changes. Sounds like an interesting concept, although the prices of the items would have to be looked at as well.
WPandP wrote:So, if one were to go to 4 per year, then scenarios would need to be recrafted to reduce the number of coal mines popping up. Otherwise, you get an oversupply of coal and not enough price gradient to get it moving over rails in-game; it will just "walk" in 0.10 car lots everywhere, never quite valuable enough to get loaded onto auto-consists. Economic balance is tricky, esp. when the goal is to maximize rail traffic.
Users browsing this forum: No registered users and 0 guests