Shipping Ports!!
Shipping Ports!!
Dr Frag was talking about a shipping port that could be used like a city, but without all the buildings. I had a few ideas about it and finally decided to work them out today. What I have below is a version of my Wisconsin map with the port city of Sheboygan Port. You can run a track right to it and put in a Station, and you can use it in your Victory Conditions. It is set as a # 10 size city and I didn't have time to test to see if a Metropolis would grow into a 'Shipping' as it's called in city sizes, but if someone would like to change one of the cities to a Metropolis and try to work it up, they could post here if it did or not. It also needs a couple of other things... when you put the Station up, the Dock tends to move, so a Dock as a Decoration would be nice. Then maybe use the Distribution Center as the building.
A later thing could be a Gasoline Refinery as another 'Shipping' Industry and create Gasoline as another Good.
You'll have to remove the existing Wisconsin map to check this out. Just move it to a Temp folder somewhere on a drive. There are no other things to be added, it will work with it put into _SCENARIOS_ or UserMaps.
Edited 9/18/07 changed Coffee to Food
Edited 9/20/07 removed Wisconsin Characters
A later thing could be a Gasoline Refinery as another 'Shipping' Industry and create Gasoline as another Good.
You'll have to remove the existing Wisconsin map to check this out. Just move it to a Temp folder somewhere on a drive. There are no other things to be added, it will work with it put into _SCENARIOS_ or UserMaps.
Edited 9/18/07 changed Coffee to Food
Edited 9/20/07 removed Wisconsin Characters
- Attachments
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- As you can see, the Dock has been shifted a bit!
- Sheboygan Port.jpg (105.01 KiB) Viewed 8601 times
Last edited by snoopy55 on Sat Apr 18, 2009 4:23 am, edited 3 times in total.
I'm correct 97% of the time..... who cares about the other 4%....
I played around with it a little and it seemed to work fine. The only problem I had was I couldn't see my depot radius and I don't think I can make a custom platform for it since all cities start with a Depot.
But I didn't spend a lot of time on it since I was messing with the Installer stuff.
And yes, track/depot placement always trumps building location.
But I didn't spend a lot of time on it since I was messing with the Installer stuff.
And yes, track/depot placement always trumps building location.
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I fixed the Depot radius problem. You have to set the City up with one small building. I guess the game figures no buildings, no raduis mark. Picky, picky, picky. Someone needs to smack this game and teach it some maners.....
I tried to wittle down a Fishery to a Dock, but I don't understand those NIF and KFM files good enough. I'm gonna try to play around with it some more and I've asked for a bit of help from another source.
Ok, after I pulled the splinters out of my skull from banging my head on my desk, I found out that you cannot mix a Coastal and a non-coastal in the same City. Go figure......
So, a Dock as a Decoration, a Port city type with 1 building, 1 to 3 Distribution Points renamed Transfer Points and each given a different name in the DisplayNames, and you have a Shipping Port that can accept almost any number of Goods, and even return any number of Goods, and it has 1 lonely Guard Shack. As there is a new Depot level, a Railroad Unloading Platform could be made up for the depot Building, or even a version of the Dock with a bit of color change, scaled a bit smaller. A KFM would be needed, and the forklift could be added.
The NIF and KFM construction is beyond me, so we'll see if anyone wants to take the ball I've thrown and make a run for it.....
I tried to wittle down a Fishery to a Dock, but I don't understand those NIF and KFM files good enough. I'm gonna try to play around with it some more and I've asked for a bit of help from another source.
Ok, after I pulled the splinters out of my skull from banging my head on my desk, I found out that you cannot mix a Coastal and a non-coastal in the same City. Go figure......
So, a Dock as a Decoration, a Port city type with 1 building, 1 to 3 Distribution Points renamed Transfer Points and each given a different name in the DisplayNames, and you have a Shipping Port that can accept almost any number of Goods, and even return any number of Goods, and it has 1 lonely Guard Shack. As there is a new Depot level, a Railroad Unloading Platform could be made up for the depot Building, or even a version of the Dock with a bit of color change, scaled a bit smaller. A KFM would be needed, and the forklift could be added.
The NIF and KFM construction is beyond me, so we'll see if anyone wants to take the ball I've thrown and make a run for it.....
I'm correct 97% of the time..... who cares about the other 4%....
Must be the operater.......
This is the Wisconsin map with a new item that only uses graphics from Basin and Range....... The Wisconsin map had to have Super Bowl Express to run it, otherwise it's all stock. The Port is only using Food for input and None for output.
Might need a different Engineer
This is the Wisconsin map with a new item that only uses graphics from Basin and Range....... The Wisconsin map had to have Super Bowl Express to run it, otherwise it's all stock. The Port is only using Food for input and None for output.
Might need a different Engineer
I'm correct 97% of the time..... who cares about the other 4%....
Can't you change the input and the output in the "Industries" file, like for example?
<Production>
<Resource>
<Input>Passengers</Input>
<Output>Gold</Output>
<InputOutputRatio>1.0000</InputOutputRatio>
</Resource>
<Resource>
<Input>Visitors</Input>
<Output>Gold</Output>
<InputOutputRatio>0.50000</InputOutputRatio>
</Resource>
</Production>
Jancsika
<Production>
<Resource>
<Input>Passengers</Input>
<Output>Gold</Output>
<InputOutputRatio>1.0000</InputOutputRatio>
</Resource>
<Resource>
<Input>Visitors</Input>
<Output>Gold</Output>
<InputOutputRatio>0.50000</InputOutputRatio>
</Resource>
</Production>
Jancsika
Yes, as long as they are listed in Goods, Depots if they are from an Annex, Industries and you have a train car for them. Also, final products need a place to go in Cities.
Simply put, they must be in:
RRT_Goods
RRT_Depots and/or RRT_Industries
RRT_TrainCars
and final products in RRT_Cities
And all materials must either be full data in the map folder or full data in the XML files and referances in the map files.
This is why I use printed sheets in plastic notebook protecters and dry erase markers
Simply put, they must be in:
RRT_Goods
RRT_Depots and/or RRT_Industries
RRT_TrainCars
and final products in RRT_Cities
And all materials must either be full data in the map folder or full data in the XML files and referances in the map files.
This is why I use printed sheets in plastic notebook protecters and dry erase markers
I'm correct 97% of the time..... who cares about the other 4%....
No, he means that if you make a product (cars from steel, etc.) you should have a city that requires them so you have some place to deliver them.
And 'none' as an Output if fine.
And 'none' as an Output if fine.
Gigabyte GA-EX58-UD3R mobo - Core i7 920
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G.SKILL 3x1GB PC3 10666
MSI 8800GT Graphics Card
WD 150GB Raptor System Drive
WinXP Pro SP2 (LANfest Old Gamer Prize)