Search found 118 matches
- Sat May 12, 2007 6:55 am
- Forum: Mods - Talk
- Topic: Any success with adding a station type?
- Replies: 4
- Views: 4638
I was planning on using the euro terminal as the terminal and the US terminal as the grand terminal. I've got a feeling it isn't going to work out, I think we're limited to 3 terminal types. I don't think it's possible to change the station you start with, either. Essentially, I wanted to add a 'sup...
- Sat May 12, 2007 6:16 am
- Forum: Mods - Talk
- Topic: Any success with adding a station type?
- Replies: 4
- Views: 4638
Any success with adding a station type?
Has anyone ever tried to add a fourth station size? I added all the pertinent data into the depots.xml file, and the button appears in game, but whenI click it (even if I do have the money), the terminal never upgrades.
Has anyone ever had luck with this?
Has anyone ever had luck with this?
- Sat May 12, 2007 5:23 am
- Forum: Mods - Talk
- Topic: Terrain Texture Experiment
- Replies: 18
- Views: 15343
- Fri May 11, 2007 7:35 pm
- Forum: Maps in Development
- Topic: Basin And Range map
- Replies: 158
- Views: 157023
Those autorack cars look awesome! Downloading now... If you have trouble installing the downloaded files right out of your download manager, take them both out of the download manager and put them both in the same folder (or on the desktop), then launch the installer. Worked fine for me. Everything ...
- Thu May 10, 2007 11:11 pm
- Forum: Mods - Talk
- Topic: Industry questions
- Replies: 44
- Views: 32776
Case in point: In my maps, I've replaced 'Autos' with 'Machinery.' I always feel weird delivering trainloads of autos in the 1800's. I like machinery because it's very generic (much like Manufactured Goods) and there could be anything in those boxcars, evan cars! In fact, when cars were first being ...
- Thu May 10, 2007 10:35 pm
- Forum: Mods - Talk
- Topic: Industry questions
- Replies: 44
- Views: 32776
Yes, in the default eurpoean scenaries, arms replace autos, and are only demanded by metropoli. Both Karsten and I have created industries that demand arms: Karsten used an Air Force base for his Nevada map, and I used a more generic 'military base' for my America map. If memory serves me correctly,...
- Thu May 10, 2007 10:02 pm
- Forum: Mods - Talk
- Topic: Installer Makers: Not sure this is supposed to happen
- Replies: 4
- Views: 4484
The money settings are from the Utah map. I don't know if no maintenence is an error or not; the original code for Utah was written by Universum, and was adapted by either Snoopy or Atani. I downloaded Utah pretty much as soon as Universum posted it, and as far as I can tell, his initial version did...
- Tue May 08, 2007 4:12 am
- Forum: Maps in Development
- Topic: UK standard map WITH A BIG PRODUCTION CHANGE
- Replies: 21
- Views: 21969
- Sun May 06, 2007 3:34 pm
- Forum: Maps in Development
- Topic: Epic History of Railroad in Utah (updated)
- Replies: 96
- Views: 95517
I made a RRT_Goods_Utah.xml based off the RRT_traincars_utah.xml and copied visitors into my globals. I was getting a CTD on loadup before that, but it was because Utah's goods file was last modified on Thursday, May 3. If you've tampered with your (global) RRT_goods.mls since Thursday, May 3, this ...
- Sun May 06, 2007 9:08 am
- Forum: Maps in Development
- Topic: Epic History of Railroad in Utah (updated)
- Replies: 96
- Views: 95517
Came home from work and saw this up, and despite the fact it was 3:00 am I figured I'd give it a shot. So far it's great, I particularly love the look of the western desert (around Wells) and the way you've got the bridges and tunnels configured; building those coal railroads in the late 1800's was ...
- Sun May 06, 2007 12:28 am
- Forum: Mods - Talk
- Topic: RE: Rail Sizing
- Replies: 9
- Views: 8060
I prefer the smaller scale too, I set the locos to 0.8 for my America Map in the RRT_Trains_America file. With the exception of the earliest locos (Grasshopper, Norris, etc.) they look much better with the cars, especially passenger cars. I'm sure that the rails can be resized, the files can be foun...
- Sat May 05, 2007 9:44 pm
- Forum: Mods - Talk
- Topic: Industry questions
- Replies: 44
- Views: 32776
You can jam as many industries as you want in there with the editor, and they'll all work, however if a village 1 (or more), a town 2, or a city/metro 3 industries, you can't build any more there. Ie, in the editor, you don't need to follow the rules, but in the game, you do, even if you've already ...
- Fri May 04, 2007 3:59 pm
- Forum: Mods - Talk
- Topic: some decoration question etc...
- Replies: 13
- Views: 9846
- Fri May 04, 2007 3:55 pm
- Forum: Mods - Talk
- Topic: TenderCars and Dual Engines
- Replies: 128
- Views: 94522
I usually use the map specific trains, and I don't use duals unless the map is specifically designed for them (B&R) or accomodates them well nonetheless (Arizona Gold is the only map I've added trains to, specifically a 4-8-2 Mountain and the F3 a&b unit). On other maps, the trains with duals are ju...
- Thu May 03, 2007 5:45 pm
- Forum: Trains and Rolling Stock
- Topic: passenger cars
- Replies: 36
- Views: 40379
Lowell & Ace: You can fiddle around with the carsets. For example, I copied all the v2 freight cars and renamed them _tgv. Then, in my XML, I changed all early steam to v1 cars, late steam to v2 cars, and diesels to tgv cars. I was therefore able to have a third carset that used the steel tgv cars w...