Some data on the files I'm hacking for this insane 1800-starting scenario. Welcome to the wall of text! I welcome your feedback.
Files modded for 1796 (04 07):
BuildingTypes\
..Bakery.bca
..Brewery.bca
..FarmCattle.bca
..FarmDairy.bca
..FarmGrain.bca
..FarmSheep.bca
..Farm Corn.bca
..Farm Orchard.bca
..Iron Mine.bca
..Logging Camp.bca
..Lumber Mill.bca
..Munitions Factory.bca (1)
..Weapons Factory.bca (2)
..Oil Well.bca (3)
..PaperMill.bca
..Port.bca
..Textile Mill.bca (4)
..Tool And Die.bca
..Warehouse.bca
CargoTypes\ (5)
..Ammunition.cty (1)
..Oil.cty
..Weapons.cty
EngineTypes\ (5)
..TankA.car (6)
1) probably will be changed back to 1848
2) to simulate ship building
3) to simulate whale oil
4) by no means was New England USA = Liverpool/Manchester UK, but American whalers and other sailing ships primarily used woolen sails and those were (probably) made somewhere in New England
5) The 3 year lag for the production economy (freight) after starting the scenario gives me to think part of the problem lies in the fact that the date in the CTY files may be linked to the "cargo walking" economy that competes with rail. The CTY and CAR files for all the cargos may need to be changed to start in 1796 to get freight cargos and the industries using them started during the seeding phase. The default start date for most CAR files is 1800 (08 07 @ position 258, 259)... *sigh* more files to hack. At this rate I am beginning to wonder how many layers are in this layer cake.
6)
![twocents !#2bits#!](./images/smilies/twocents.gif)
I am not sure that I understand why PopTop went with no real Era A tanker. I think we're all familiar with the Budweiser Clydesdales and the wagon laden with kegs they pull. Early transport of salted meat and liquids (other than milk) was placed in barrels and placed on a flatcar in a manner similar to beer wagons or placed on-end in a gondola or a fenced flatcar. AFAIK, the earliest true tankers appear circa 1865 as large tubs on flatcars for the purpose of transporting petroleum crude (a liquid shipping design which continued to be used well into the 1890s for molasses and water, most oil barons were not the sort to spend money on that sort of thing until steel prices started to come down in the late 1880s), before that, petroleum crude was barreled and shipped in the same manner as beer barrels and hogsheads of salt pork/salt beef/salt fish would be.
Gumboots wrote:If you want to, you can make any number of "custom locos" quickly and easily, then re-jig their stats to suit yourself. Just pick a default model like the Planet and rename of bunch of them to different custom locos for testing (needs .lco and .car edits for each one). If you want different skins to distinguish them just do a basic colourise or something. We can give you tips on the process if you want them.
Yes, please?
Gumboots wrote:Which editor are you using? Some of them are more user-friendly than others. Although I must admit hex files are not friendly by nature. I have made screenshots of some files with various elements highlighted for clarity, if you'd find those useful.
The editor I'm using is Hex Edit 4.0 by Expert Commercial Software Pty Ltd (
http://www.hexedit.com) - it's a little friendlier than most resource hacker apps I've used in the past, but has a few quirks that took getting used to.
RulerofRails wrote:There's some ideas in this thread. The general idea is to give them an extra advantage over the human player.
The AI seem quite picky about which two cities form a good "starting pair". As mentioned in the thread I linked, flat ground is best and a city by a river is no good. Generally a map with city size more close to a uniform medium size is better than having a few large ones and more small (as in reality). So basically a geographically boring map is better for the AI. "Go West" isn't a geographically boring map so it isn't great for AI, as you have discovered.
When considering the "starting pairs" that are allowed (who knows how they chose exactly), my personal observation is that they use the color coding of what industries are profitable to help decide. If they find two nearby cities with "green" industries, they are more likely to start a company in order to build that starting connection.
Thank you for the link. What say here and what I see in the thread lines up with my observations. It's a sort of "path of least resistance to profit" coding. I may need to squash the terrain a wee bit, and/or make Canada a little more "interesting" for the AI.
RulerofRails wrote:PS. The AI running on your track will be awarded to the Mic. Revenue (as shown in ledger) for your company. There is no notification, just cash to your account.
AH! now I understand! I may have a whole new strategy for this game... when I get to play it again, that is...
...now... I really need to read this whole thread from start to finish, follow all the links, read those threads, then come back and reply to all the things you fine Tycoonians have posted. Or I could sleep... Sleep is for the weak!
I may be weak....
![Old Motor Mouth !!jabber!!](./images/smilies/oldstry.gif)
"We have no patience with other people's vanity because it is offensive to our own."
-- François de La Rochefoucauld. Réflexions ou sentences et maximes morales. 1665.