Search found 30 matches

by jowe10
Sat Apr 05, 2008 1:11 am
Forum: Maps in Development
Topic: Dogworld 1.0
Replies: 26
Views: 25618

Had an odd occurence with this map I had not seen before. The depot built across the track. Made it difficult to connect additional lines during the game. I don't think the display matched up with the actual track location in memory. There is also a little error in the goals. The goal says, " Delive...
by jowe10
Thu Mar 27, 2008 4:33 pm
Forum: Mods - Talk
Topic: Multiple output goods from single input
Replies: 2
Views: 4292

Thanks Jancsika. Complete discussion just happened recently. Missed that one :oops: Could have saved myself a lot of time.
by jowe10
Thu Mar 27, 2008 2:13 am
Forum: Mods - Talk
Topic: Multiple output goods from single input
Replies: 2
Views: 4292

Multiple output goods from single input

I cannot get multiple outputs to come from a single input good at an annex. See the example code: <szName>Sheep Farm</szName> <Production> <!-- Produces Nitrates and Wool--> <Resource> <Input>Cornmeal</Input> <Output>Nitrates</Output> <InputOutputRatio>0.5</InputOutputRatio> </Resource> <Resource> <...
by jowe10
Fri Mar 21, 2008 2:21 am
Forum: Maps in Development
Topic: New Alaska Map
Replies: 6
Views: 9166

New Alaska Map

I have had this map for a while and decided to post it after running it through Bushdoctors "project test a map procedure". I feel pretty confident that it is bug free. There are no custom goods or industries and I have played it numerous times without problems. The map is challenging and plays diff...
by jowe10
Sun Feb 17, 2008 3:03 pm
Forum: Mods - Talk
Topic: Requested UK map
Replies: 4
Views: 6321

Omrail: Not sure why you are saying you can't add the rivers. If you go into the terrain editor just like you did to add hills, you can add the rivers by lowering the land elevation until you see water. use the right mouse button to lower the land elevation instead of the left mouse button you used ...
by jowe10
Fri Oct 12, 2007 1:52 am
Forum: Maps in Development
Topic: Meierville
Replies: 27
Views: 24837

Snoopy55: Results of testing the globals on my system: With full definition of saddles in local goods xml file and nothing in globals, I CTD upon loading the map. With minimum saddle entry: <Good> <szName>Saddles</szName> </Good> in the local good xml file and full definition in globals (as installe...
by jowe10
Thu Oct 11, 2007 9:45 pm
Forum: Maps in Development
Topic: Meierville
Replies: 27
Views: 24837

Snoopy55 wrote: jowe10 - I HATE YOU !! My head hates you ! My 'map to be' hates you ! Well, A tad strong I think. I warned everyone that this was version 1 and if they were not comfortable with "testing" they should probably wait for the next version. The map works fine on both of my computers. Why ...
by jowe10
Thu Oct 11, 2007 2:42 am
Forum: Maps in Development
Topic: Meierville
Replies: 27
Views: 24837

Snoopy55: Here is a zip of the custom assets folder which I am playing the map on now. There really isn't much there. I zipped the whole thing, including the XML, even though you said without XML. Since there wasn't much else in there I figured you could just delete the XML if you don't want it. I t...
by jowe10
Wed Oct 10, 2007 10:16 pm
Forum: Maps in Development
Topic: Meierville
Replies: 27
Views: 24837

Jancsika - The cowhide car is in the train cars file. You may have just overlooked it. You do need to have a global events xml file for the custom events to work. Otherwise it will CTD. If you don't want a global events file or to use the custom events then you will have to change the scenario file ...
by jowe10
Wed Oct 10, 2007 2:05 am
Forum: Maps in Development
Topic: Meierville
Replies: 27
Views: 24837

Meierville

MeierVille is a 15 x 15 map with some new content. This map mixes spread out resources with things closer together to allow you to make money quickly and move around the map. You will be able to make money, you just have to do it quickly to reach all the goals. Tunnel and bridges cost more in this r...
by jowe10
Mon Oct 01, 2007 12:00 am
Forum: Maps in Development
Topic: War Zone - Mysterious Island - No Mods
Replies: 8
Views: 10734

Snoopy55, I have already made some edits to these maps. I will make a few more changes based on your comments. If you want to clean them up after that I have no problem. I won't be able to get to them until later this week as I am heading out of town for a few days. If you really like editing and te...
by jowe10
Sun Sep 30, 2007 11:56 pm
Forum: Maps in Development
Topic: 3 New Maps and a few questions
Replies: 34
Views: 28855

Snoopy55 - go ahead and post these with your edits. Thanks for cleaning them up. Hold off on the maps in the other post ("2 New maps - no mods") as I have already made edits to those (see the other post)
by jowe10
Sat Sep 29, 2007 10:47 pm
Forum: Maps in Development
Topic: 3 New Maps and a few questions
Replies: 34
Views: 28855

Snoopy55, thanks for the edits. I had actually started to go back to old maps and start to clean them up. However, I did not catch the problem with the power plant. I have never seen this problem. After reading your post I went back and tried the map again. I clicked on the city (Toledo), the power ...
by jowe10
Tue Sep 25, 2007 6:51 pm
Forum: Maps in Development
Topic: Texas Area Map
Replies: 26
Views: 28481

Bushdoctor Wrote: I still love this map, but before I toss it around the room from frustration: At what difficulty levels is this map supposed to be played dear mister Jowe10? In general, I try to make it challenging at mogul level. However, I don't really recommend a setting because based on a pers...
by jowe10
Sat Sep 15, 2007 5:45 pm
Forum: Maps in Development
Topic: Texas Area Map
Replies: 26
Views: 28481

Atani - thanks again for creating an installer :)