Search found 12 matches
- Wed Mar 21, 2007 1:18 pm
- Forum: Mods - Talk
- Topic: I want outlying industries to demand workers!
- Replies: 23
- Views: 18215
[quote="Ermel"I thought an annex is the kind of depots/railstation you can build near an industry/city. at least that´s what the xmls made me believe.[/quote] </Depot> [color=green]<!-- Annexes -->[/color] <Depot> <szName>Coal Mine Annex</szName> <szModel>Coal_mine_annex.kfm</szModel> This is taken...
- Tue Mar 20, 2007 2:06 pm
- Forum: Mods - Talk
- Topic: I want outlying industries to demand workers!
- Replies: 23
- Views: 18215
i´ve been running a test. i added a new test citytype to my scenario like this: <CityType> <szName>Testopolis</szName> <Size>4</Size> <NumLargeBuildings>0</NumLargeBuildings> <NumMediumBuildings>0</NumMediumBuildings> <NumSmallBuildings>1</NumSmallBuildings> </CityType> i want to find out whether a...
- Mon Mar 19, 2007 6:52 pm
- Forum: Mods - Talk
- Topic: I want outlying industries to demand workers!
- Replies: 23
- Views: 18215
gforce - good info, but the interest is for "outlying industries". but still it´s an interesting option to possibly dodge my problem. what if one created a new citytype for each outlying industry and gave them the basic I/O: passengers -> grain, coal, etc.... with a ratio ad libitum plus an "inner...
- Sat Mar 17, 2007 10:39 pm
- Forum: Mods - Talk
- Topic: I want outlying industries to demand workers!
- Replies: 23
- Views: 18215
- Sat Mar 17, 2007 10:03 pm
- Forum: Mods - Talk
- Topic: I want outlying industries to demand workers!
- Replies: 23
- Views: 18215
I want outlying industries to demand workers!
Ok, guys! I´ve got a simple problem demanding a difficult solution, it seems! I took pleasure in the idea that outlying industries would ask for passengers as "workers" in order to start and keep up production. so the easiest way is this: <RRTIndustry> <szName>Grain Farm</szName> <Production> <Reso...
- Sat Mar 17, 2007 8:04 pm
- Forum: Mods - Talk
- Topic: How do I fix start locations in scenarios?
- Replies: 4
- Views: 4476
- Sat Mar 17, 2007 1:43 pm
- Forum: Mods - Talk
- Topic: How do I fix start locations in scenarios?
- Replies: 4
- Views: 4476
thank you, snoop! that´s what i guessed, but for it´s my first scenario, there´re so many things i´m testing, such as victory conditions, changing in- and outputs of industries, advancing the map and so on, that i put back this issue. anyway it might be a good idea to do it first, because it´s ...
- Fri Mar 16, 2007 11:23 am
- Forum: Mods - Talk
- Topic: Where would you like to see the next scenario?
- Replies: 29
- Views: 25104
- Fri Mar 16, 2007 10:23 am
- Forum: Mods - Talk
- Topic: How do I fix start locations in scenarios?
- Replies: 4
- Views: 4476
How do I fix start locations in scenarios?
I´m currently building a scenario and want a certain city to be the only possible start location. I hooked "start location" at that city and saved it. XML file says: <bIsStartLocation>true</bIsStartLocation> for that city and <bIsStartLocation>false</bIsStartLocation> for all the others. but in spi...
- Tue Mar 13, 2007 7:59 pm
- Forum: Technical Issues
- Topic: terrain editor doesn´t appear in main menue
- Replies: 4
- Views: 6176
- Tue Mar 13, 2007 6:10 pm
- Forum: Technical Issues
- Topic: terrain editor doesn´t appear in main menue
- Replies: 4
- Views: 6176
- Tue Mar 13, 2007 5:21 pm
- Forum: Technical Issues
- Topic: terrain editor doesn´t appear in main menue
- Replies: 4
- Views: 6176
terrain editor doesn´t appear in main menue
hi there! i patched my game to v1.10 that´s supposed to include the terrain editor. so it should show up it in the game´s main menue afterwards. but it can´t be found. the correct version number is shown at the bottom of the screen and other changes done by the patch also emerge in the game. only...