Search found 234 matches

by gforce
Tue Mar 13, 2007 7:37 pm
Forum: Mods - Talk
Topic: how to limit the amount of money at the end? and other ideas
Replies: 10
Views: 7546

about investor and other difficulty settings, i think i'll do it like this: having alot of eras, one medal will be rewarded to players wich are beginners fe ship 10 food to x, while 1 year later there's another medal for players (advanced) if fe they ship 20 food i think this will be more fun, no? y...
by gforce
Tue Mar 13, 2007 7:32 pm
Forum: Mods - Talk
Topic: how to limit the amount of money at the end? and other ideas
Replies: 10
Views: 7546

asking to get more villages turned into towns,
is a good thing, this will enforce people to expand and in this way there will be not so many villages ignored at the end, and it's easy to set as a goal!
by gforce
Tue Mar 13, 2007 4:35 pm
Forum: Mods - Talk
Topic: how to limit the amount of money at the end? and other ideas
Replies: 10
Views: 7546

Another idea, most of the time trains are transporting 6-8 fully loaded, this has an effect on their speed, but we don't care because the routes are simple and not costly, i've got advanced routes, so maybe the production must be set very low (i'm talking about 0.2 0.1, yes that low). but then again...
by gforce
Tue Mar 13, 2007 3:08 pm
Forum: Mods - Talk
Topic: how to limit the amount of money at the end? and other ideas
Replies: 10
Views: 7546

my trains are running in the beginning alot of stations(depots), yes almost 10, because trains are expensive and production of goods are very low... maybe i'll try this: goods like grain, wood, will decrease in price while second goods like manufactered goods not but they need 2 main-goods for 1, is...
by gforce
Tue Mar 13, 2007 12:30 am
Forum: Mods - Talk
Topic: No Tunnels, No Bridges
Replies: 6
Views: 5417

There's a way to make shorter bridges less axpensive and longer bridges more expensive... I've been playing with this, and using it in my development, and it works fine... The key to do so is: piece 3 in the bridges, set this one a high value, set the amount of pieces 1 2 4 5 not too expensive and c...
by gforce
Sun Mar 11, 2007 11:36 pm
Forum: Mods - Talk
Topic: how to limit the amount of money at the end? and other ideas
Replies: 10
Views: 7546

How do prices of goods change in time? Ok, there are events, i know. Ok, there are price ranges you can set for each good. Yes, it's clear that passengers prices drop in time. But most of my goods do increase in time, so it will give alot of money at the end of game. Why is that? (or better how is t...
by gforce
Sun Mar 11, 2007 11:28 pm
Forum: Mods - Talk
Topic: how to limit the amount of money at the end? and other ideas
Replies: 10
Views: 7546

how to limit the amount of money at the end? and other ideas

We all have problems with the fact that so many scenarios will generate too much money at the end of the game. Maybe for multiplayer games it's not such a problem, but for single player games it's just no fun!!! There are surely some people out there with some ideas (better ideas then just setting t...
by gforce
Sun Mar 11, 2007 11:22 pm
Forum: Mods - Talk
Topic: No Tunnels, No Bridges
Replies: 6
Views: 5417

Setting the prices higher isn't cheating, neither impossible,
have you already seen 50 bridges of 200 km lenght (in europe), yes there's 1 tunnel between france and england, it took not 10.000$.
SO WHY WOULDN'T YOU CHANGE THE PRICE???
:lol:
by gforce
Sun Mar 11, 2007 1:19 am
Forum: Mods - Talk
Topic: A pile of requests and questions!
Replies: 91
Views: 76691

Most of my questions were answered in this post,
most of my motivation was given by redknight,
always enthousiast when i found something or tested something,
i'll miss that... :cry:
shall we take an example of this (him),
and share information and motivation... :wink:
by gforce
Fri Mar 09, 2007 9:14 pm
Forum: Mods - Talk
Topic: It's a no-go
Replies: 7
Views: 5959

don't get annoyed by warll... he will never change...
by gforce
Fri Mar 09, 2007 7:58 pm
Forum: Mods - Talk
Topic: Population Size
Replies: 10
Views: 8736

i've already created custom icons without a problem, if you need still some help on it, ask me, i good start is to unpack the superbowl fpk and see the example there... on remark of city-sizes, i've got size 5 working fine, the city does grow and change in name (city-type-name), the amount of goods ...
by gforce
Fri Mar 09, 2007 7:56 pm
Forum: Mods - Talk
Topic: Changing industries available in terrain editor?
Replies: 7
Views: 6300

about the industries limit of 12, i've got a map with about 22 industries in it, yes only 12 industries will be buyable, that's a limit, i've already written some information on this look at this post: http://www.hookedgamers.com/forums/viewtopic.php?t=1187 what i do is 12 buyable, i'm kind of able ...
by gforce
Fri Mar 09, 2007 7:48 pm
Forum: Mods - Talk
Topic: The bottleneck when laying track?
Replies: 3
Views: 3642

The bottleneck when laying track?

Alot of people are complaining about performance. This occure especially when laying a track. In my map, it works fine, till a certain point, and now it could take 30sec and more depending on the lenght of the new track. Do we have an idea where exactly this problem will occure, i mean, fe after a t...
by gforce
Fri Mar 09, 2007 7:13 pm
Forum: Mods - Talk
Topic: Custom Resources
Replies: 4
Views: 4247

i didn't made a out-city-industrie (like lumbermill) but a hospital-in-city, in the tutorial, but also as you can see in the last screenshot in the tutorial, the buidling (the hospital) has a size small, WHat is different with an out-city-industrie? I don't know, maybe the use of an annex? do make a...
by gforce
Fri Mar 09, 2007 3:39 am
Forum: Maps in Development
Topic: Arizona Gold V2.4 PcMac
Replies: 162
Views: 225747

Hé Karsten, congratulations on your last map!!! it's surely adding something to the game! :!: phew 8) , it's still totally different to my map and scenario, eventhough you've had also an hotel (like i have also 1, but still different) I must admit, i didn't played this last map yet till the end, :o...