Re: I have a question about making maps
Posted: Wed Dec 24, 2008 2:07 am
Vzbob is correct. If you have two in-city industries and say they both need coal to produce a good, what happens is for a good part of the game most of the cars will get processed through only one of them...then the other getting the flow-over. It might be that when the in-city industries grow to medium and large size, they might share more of the cars better...not sure. However, to make sure both in-city industries work to full production, they each need a separate good in.
Where I have used two goods with one output, is like this...
<RRTIndustry>
<szName>Grain Farm</szName>
<szModel>Grain_Elevator.kfm</szModel>
<szGrowKFM>Grain_Elevator_Build_Up.kfm</szGrowKF>
<szTerrainmap>TerrainMap_GrainElevator.tga</szTerrianmap>
<fScale>1.0</fScale>
<bIsCoastal>0</bIsCoastal>
<bIsMountainous>0</bIsMountainous>
<bHasFields>1</bHasFields>
<bInCity>0</bInCity>
<iCost>-1</iCost>
<Production>
<Resource>
<Input>None</Input>
<Output>Grain</Output>
<InputOutputRatio>0.3</InputOutputRatio>
</Resource>
<Resource>
<Input>Nitrates</Input>
<Output>Grain</Output>
<InputOutputRatio>1.5</InputOutputRatio>
</Resource>
</Production>
...........................
<RRTIndustry>
<szName>Cattle Ranch</szName>
<szModel>CattleRanch.kfm</szModel>
<szSecondaryModel>cow.kfm</szSecondaryModel>
<szGrowKFM>CattleRanch_Build_Up.kfm</szGrowKFM>
<szTerrainmap>TerrainMap_CattleRanch.tga</szTerrainmap>
<fScale>0.75</fScale>
<bIsCoastal>0</bIsCoastal>
<bIsMountainous>0</bIsMountainous>
<bInCity>0</bInCity>
<iCost>-1</iCost>
<Production>
<Resource>
<Input>None</Input>
<Output>Livestock</Output>
<InputOutputRatio>0.3</InputOutputRatio>
</Resource>
<Resource>
<Input>Cornmeal</Input>
<Output>Livestock</Output>
<InputOutputRatio>1.5</InputOutputRatio>
</Resource>
<Resource>
<Input>Grain</Input>
<Output>Nitrates</Output>
<InputOutputRatio>2.0</InputOutputRatio>
</Resource>
</Production>
.................................................
Basically what is happening is the cattle farms output will be only 0.3...then when you bring grain to feed the cattle it raises output production to 1.5. The mud skippers map has workers and tools as a production booster. Also notice that on the grain farm, if you don't supply nitrates production is lower...the game starts out with most out of city industries giving raw materials without an exchange of sorts...on many of my maps, I changed that around.
Where I have used two goods with one output, is like this...
<RRTIndustry>
<szName>Grain Farm</szName>
<szModel>Grain_Elevator.kfm</szModel>
<szGrowKFM>Grain_Elevator_Build_Up.kfm</szGrowKF>
<szTerrainmap>TerrainMap_GrainElevator.tga</szTerrianmap>
<fScale>1.0</fScale>
<bIsCoastal>0</bIsCoastal>
<bIsMountainous>0</bIsMountainous>
<bHasFields>1</bHasFields>
<bInCity>0</bInCity>
<iCost>-1</iCost>
<Production>
<Resource>
<Input>None</Input>
<Output>Grain</Output>
<InputOutputRatio>0.3</InputOutputRatio>
</Resource>
<Resource>
<Input>Nitrates</Input>
<Output>Grain</Output>
<InputOutputRatio>1.5</InputOutputRatio>
</Resource>
</Production>
...........................
<RRTIndustry>
<szName>Cattle Ranch</szName>
<szModel>CattleRanch.kfm</szModel>
<szSecondaryModel>cow.kfm</szSecondaryModel>
<szGrowKFM>CattleRanch_Build_Up.kfm</szGrowKFM>
<szTerrainmap>TerrainMap_CattleRanch.tga</szTerrainmap>
<fScale>0.75</fScale>
<bIsCoastal>0</bIsCoastal>
<bIsMountainous>0</bIsMountainous>
<bInCity>0</bInCity>
<iCost>-1</iCost>
<Production>
<Resource>
<Input>None</Input>
<Output>Livestock</Output>
<InputOutputRatio>0.3</InputOutputRatio>
</Resource>
<Resource>
<Input>Cornmeal</Input>
<Output>Livestock</Output>
<InputOutputRatio>1.5</InputOutputRatio>
</Resource>
<Resource>
<Input>Grain</Input>
<Output>Nitrates</Output>
<InputOutputRatio>2.0</InputOutputRatio>
</Resource>
</Production>
.................................................
Basically what is happening is the cattle farms output will be only 0.3...then when you bring grain to feed the cattle it raises output production to 1.5. The mud skippers map has workers and tools as a production booster. Also notice that on the grain farm, if you don't supply nitrates production is lower...the game starts out with most out of city industries giving raw materials without an exchange of sorts...on many of my maps, I changed that around.