Search found 19 matches
- Tue Nov 29, 2011 7:18 pm
- Forum: Maps in Development
- Topic: Northern Germany
- Replies: 8
- Views: 16101
Re: Northern Germany
Sweet! Thank you!
- Mon Nov 07, 2011 9:10 am
- Forum: Maps in Development
- Topic: Northern Germany
- Replies: 8
- Views: 16101
Re: Northern Germany
Thanks for playing & giving such nice & extensive feedback, Karsten! Finishing all goals with three years to spare is impressive. That happened for me only in one out of five tries. The express goods (Stückgut) cars were supposed to morph seamlessly into passenger trains, but you're right, maybe I w...
- Sun Nov 06, 2011 8:41 pm
- Forum: Maps in Development
- Topic: Northern Germany
- Replies: 8
- Views: 16101
Re: Northern Germany
RRT_Scenario_User_[mapname].xml
<iTurnsPerMonth>NN</iTurnsPerMonth>
The standard is 16. I use 48, which means it takes 48 turns to complete a month, so the game runs three times more slowly.
<iTurnsPerMonth>NN</iTurnsPerMonth>
The standard is 16. I use 48, which means it takes 48 turns to complete a month, so the game runs three times more slowly.
- Sat Nov 05, 2011 3:58 am
- Forum: Maps in Development
- Topic: Northern Germany
- Replies: 8
- Views: 16101
Northern Germany
This map runs at 'slow speed' (three times slower than normal), and covers three eras from 1890 to 1932. In this scenario, there are three types of passengers - 3rd, 2nd, and 1st class. Villages, towns, and cities produce third-class passengers. Towns and cities produce 2nd-class passengers if suppl...
- Mon Oct 10, 2011 9:21 pm
- Forum: Maps in Development
- Topic: California, 1848-1890
- Replies: 9
- Views: 17979
Re: California, 1848-1890
That is what I have figured. Seems like it is hard-coded someplace that 'top level' = 'level 4'. I've seen it work like that in another test map I run. Now, since city growth depends on loads delivered, we could also make the condition about that, instead. I remember seeing somewhere a breakdown of ...
- Sat Oct 08, 2011 11:29 pm
- Forum: Maps in Development
- Topic: California, 1848-1890
- Replies: 9
- Views: 17979
Re: California, 1848-1890
I have uploaded a fresh version of the map, just now. The errors have been fixed, and assets have been added to give distinct icons to the new industries.
If you play it, please let me know what you think.
If you play it, please let me know what you think.
- Thu Sep 29, 2011 10:41 pm
- Forum: Maps in Development
- Topic: California, 1848-1890
- Replies: 9
- Views: 17979
Re: California, 1848-1890
Thanks for the tips and for the attachment.
Does the map switcher handle 7z files? If so, I'll use that format for my uploads.
The reason the post-1900 engines are in is so that players can continue to play on this map beyond the last era. I tend to enjoy doing that, for sandbox purposes.
Does the map switcher handle 7z files? If so, I'll use that format for my uploads.
The reason the post-1900 engines are in is so that players can continue to play on this map beyond the last era. I tend to enjoy doing that, for sandbox purposes.
- Thu Sep 29, 2011 5:08 am
- Forum: Maps in Development
- Topic: California, 1848-1890
- Replies: 9
- Views: 17979
California, 1848-1890
This map covers the history of California from its annexation by the United States to the end of the 1880s. There are four eras. The game will run on 'slow time': a month of game-time will take three times as long as normal in real time. Use the map switcher to play this map, which is designed as a ...
- Thu Feb 22, 2007 11:38 pm
- Forum: Maps in Development
- Topic: Germany (some fixes) and "Orient Express"
- Replies: 24
- Views: 31073
universum: Sorry not to have responded any sooner, and thank you for your comments! I did stop making maps for SMRR, because I grew frustrated with the game. I am a veteran modder and map-maker for Railroad Tycoon 3 (and prior versions), and I have gone back to making maps for that game. It just let...
- Sat Dec 09, 2006 1:32 am
- Forum: Maps in Development
- Topic: Germany (some fixes) and "Orient Express"
- Replies: 24
- Views: 31073
Snoop, the problem occured when I re-edited the scenario after upgrading to a newer version of the Scenario Manager. From that point onward, it insisted that I keep an older version of the scenario file in the game's regular scenario folder. I'm not sure how to fix this problem, other than offering ...
- Fri Dec 01, 2006 1:30 am
- Forum: Mods - Misc
- Topic: Scenario Manager 1.1 Release
- Replies: 27
- Views: 70054
The map coordinates in that thread you referenced may as well be in greek for all the sense they make to me, I'll just tinker and figure it out Let me summarize again the things that I found out for the Germany map: Take a thumbnail of your map, resize it to 620x620, use this resized map to decide ...
- Thu Nov 09, 2006 6:39 am
- Forum: Mods - Misc
- Topic: Scenario Manager 1.1 Release
- Replies: 27
- Views: 70054
You have to add what I call the 2nd level industry to get the 1st level industry to show up. I'm not sure that's true as such. I am working on an alternate Germany map, where I have refineries converting coal to nitrates (stands in for coke), and power plants no longer demanding coal, but instead n...
- Wed Nov 08, 2006 9:09 pm
- Forum: Mods - Misc
- Topic: Scenario Manager 1.1 Release
- Replies: 27
- Views: 70054
- Mon Nov 06, 2006 12:48 am
- Forum: Mods - Talk
- Topic: Map Coordinate Question...
- Replies: 3
- Views: 6911
zz, to translate my previous post, city coordinates do not seem to align with the pixels of the thumbnail. If a point on the thumbnail is at x,y(120,240) pixels ('px'), the city coordinates ('cc') you will want to enter in the sceanrio manager to have a city appear at that point are NOT x,y(120,240)...
- Mon Nov 06, 2006 12:38 am
- Forum: Maps in Development
- Topic: Germany (some fixes) and "Orient Express"
- Replies: 24
- Views: 31073