The American Transcontinental Railroad- Version 1.2a Final

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DorianGray
Posts: 11
Joined: Wed Feb 20, 2008 2:17 am

Post by DorianGray » Fri Feb 22, 2008 11:10 pm

mmm, well so I loaded it up as a new map and placed everything manuelly finished it then loaded it up --> crash at building up steam. God this is proving to be impossible. I know all the goods and industries files are correct.

Is there only certain number of industries and goods you can have in a map?

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Post by snoopy55 » Fri Feb 22, 2008 11:42 pm

More than likely you have one or more problems. A misspelled word can do it. Asking for a good that is not on your map. A missing TrainCar. And I'm figuring that others can give a few more reasons. This is one reason the Building Blocks project is going on.

Solutions:
Go over everything you typed in and check for spelling.

List your InCity Industries and your Annexes and what they handle. Then check your Goods file to be suer you have it all in there.

Check your TrainCars to be sure you have all of them in there that you need.

Go into 'Railroads! Mods - Talk' and find 'Map Making 101' and 'Global XML Instructions'. The first one has listings for what can go in and come out of standard Industries and Annexes. Of course you can change these, but you have to follow the rule of "Annex => Good + TrainCar => Industry => Good + TrainCars => City or final user.

The deeper you get into this the more troublsome it becomes, but the easier it gets if you take it slow and rip other maps apart to see what makes them go.

Or you can post it here and ask for someone to look it over, not correcting it, but letting you know what is wrong and why. Best way to learn. :wink:
I'm correct 97% of the time..... who cares about the other 4%....

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stormfather
Posts: 118
Joined: Wed Nov 29, 2006 8:21 pm

Post by stormfather » Sat Feb 23, 2008 4:35 am

The game crashes if you place too many industries and then try to play with AIs. I think the magic number is 21.

DorianGray
Posts: 11
Joined: Wed Feb 20, 2008 2:17 am

Post by DorianGray » Sat Feb 23, 2008 5:31 am

Sigh* I'm ready to give up. I tried eliminating the industries to less than 20 then to less than 15. Here is the thing: whenever I start up with no AIs I DON'T crash but whenever I do I crash, regardless of the number of industries. I even tried auto placing them with the editor.

Does this mean anything? Modding this game is harder than any of the Paradox games.

dogsbody42
Posts: 8
Joined: Wed May 30, 2007 7:23 pm

Re: The American Transcontinental Railroad- Version 1.2a Final

Post by dogsbody42 » Sun Jul 13, 2008 7:05 pm

I've loaded the map (again - uninstalled RR) and i've discovered that all the industries are represented by red dots - I've got UKLargeMP, Holiday Scenario and this map installed - what else do i need to add to fix this?

I remember seeing a fix somewhere but i cant remember where

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Re: The American Transcontinental Railroad- Version 1.2a Final

Post by snoopy55 » Sun Jul 13, 2008 8:46 pm

The problem may be Holiday Scenario. It will not let most maps run. I won't say all since i doubt they were tested. Delete your Sid Meier's Railroads! folder in \My Games\, restart the game, shut it down and then re-install this map and UKLargeMP. If you want Holiday Scenarios, go into Railroads! Wiki and download the installer that is there as it was written to work with all other maps. Install them one at a time, starting with this map, and check each one out.

If you run into any other problem, let us know.
I'm correct 97% of the time..... who cares about the other 4%....

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Tazz
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Location: Barrow, AK

Re: The American Transcontinental Railroad- Version 1.2a Final

Post by Tazz » Sat Sep 06, 2008 10:50 am

Added SAM version to first post.

dannyboy
Posts: 6
Joined: Sun Jan 11, 2009 8:36 pm

Re: The American Transcontinental Railroad- Version 1.2a Final

Post by dannyboy » Sun Jan 11, 2009 8:38 pm

Did anyone ever make a version of this map with set resources? I'd really like to play a version of this great map where oil is in texas, grain in Kansas, etc.

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Re: The American Transcontinental Railroad- Version 1.2a Final

Post by snoopy55 » Sun Jan 11, 2009 9:07 pm

Not done, but we do have a version that is being tested that contains Distribution Centers, in which locations will have to be set.

Hey, go thru the Industries and give us a list of what should go where. I won't guarantee a quick delivery, but it may help the idea along.
I'm correct 97% of the time..... who cares about the other 4%....

dannyboy
Posts: 6
Joined: Sun Jan 11, 2009 8:36 pm

Re: The American Transcontinental Railroad- Version 1.2a Final

Post by dannyboy » Mon Jan 12, 2009 12:31 pm

I don't know what kind of limits on number of resources there are for a Railroads map. So I may suggest a few more resources than can actually be placed on the map.

Suggestions for resource locations

CANADA
Wood in British Colombia
Oil in Alberta
Grain in Saskatchewan
cattle in Ontario
Grain in Quebec

MEXICO
Oil near Mexico City
Oil near Monterrey
Iron near Guadalajara
Gold near Guaymas
Cattle near Culican

USA
Lumber in Maine
Iron in Pennsylvania
Coal in West Virginia
Grain in North Carolina
Iron in Alabama
Coal in Tennessee
Iron in Arkansas
Grain in Mississippi
Oil and Cattle in Texas
Oil in Oklahoma
Grain in Kansas
Grain in Nebraska
Coal in Missouri
Coal in Illinois
Lumber and iron in Michigan
Coal in Ohio
Coal in Kentucky
Cattle in New Mexico
Cattle in Arizona
Iron in Nevada
Oil and Gold in California
Lumber in Oregon
Lumber in Washington
Iron in Montana
Coal in Wyoming
Iron in Minnesota
Coal in North Dakota
Grain in South Dakota
Gold in Utah

Suggestions for Starting Industries in Cities

USA
New York- Stock Exchange
Boston – Furniture Factory
Philadelphia – Assembly Plant
Pittsburgh – Steel Mill
Washington – Food Plant
Norfolk - Military Base
Atlanta – Food Plant
Miami – Power Plant
New Orleans – Food Plant
Cincinnati – War Factory
Houston – Refinery
Dallas – Power Plant
Wichita – Food Plant
St Louis – Steel Mill
Detroit- Automobile Factory
Chicago- Stockyard
Minneapolis – Steel Mill
Sioux Falls – Military Base
Omaha – Military Base
Santa Fe - Smelter
Albuquerque – Military Base
Phoenix – Power Plant
Las Vegas – Power Plant
LA - Power Plant
San Francisco – Refinery
Portland – Furniture Factory
Seattle – Military Base
Salt Lake City - smelter
Denver – War Factory
Billings – Furniture Factory

CANADA
Montreal – War Factory
Toronto – Assembly Plant
Thunder Bay – Food Plant
Winnipeg – Steel Mill
Calgary – Stockyard
Vancouver – Furniture Factory

MEXICO
Mexico City – Military Base
Monterrey – Refinery
Culican – Smelter
Guaymas – Food Plant

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Re: The American Transcontinental Railroad- Version 1.2a Final

Post by snoopy55 » Mon Jan 12, 2009 7:42 pm

Looks good!

A limit has been found for the RRT_Goods XML.

Two points:

First, you MUST have either Passengers or Mail in there. You do not need to use them, but they must be in there. Understand that this is for a Stand Alone Map (SAM). This experiment was not run on Original type maps.

Second, you can only have 32 Goods. The game will not see any more than that. This has been tested out in a map thatwould not work until this limit was found. There have been no tests for any other number limits in any other of the XMLs.

You are going to be assigned a duty here if this gets worked up, the testing of the map and possible numbers for the Scenario. I should say that will be a request.

Again, thanks for the effort, we'll see what can be done.
I'm correct 97% of the time..... who cares about the other 4%....

dannyboy
Posts: 6
Joined: Sun Jan 11, 2009 8:36 pm

Re: The American Transcontinental Railroad- Version 1.2a Final

Post by dannyboy » Mon Jan 12, 2009 8:49 pm

Here is a revised list with only 32 resources

CANADA
lumber in British Colombia
Oil in Alberta
Grain in Saskatchewan
Cattle in Ontario

MEXICO
Oil near Monterrey
Iron near Guadalajara
Gold near Guaymas
Cattle near Culican

USA
Lumber in Maine
Lumber in Washington
Lumber in Michigan

Iron in Pennsylvania
Iron in Alabama
Iron in Arkansas
Iron in Nevada
Iron in Minnesota

Coal in West Virginia
Coal in Tennessee
Coal in Wyoming
Coal in North Dakota

Grain in North Carolina
Grain in Mississippi
Grain in Kansas
Grain in Nebraska
Grain in South Dakota

Oil in Texas
Oil in California

Cattle in Texas
Cattle in Arizona

Gold in California
Gold in Utah
Gold in Montana

Works out to be
6 iron
4 lumber
4 oil
6 grain
4 cattle
4 Gold
4 coal

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Re: The American Transcontinental Railroad- Version 1.2a Final

Post by snoopy55 » Mon Jan 12, 2009 10:55 pm

Now you did figure Passengers and Mail in there right?
I'm correct 97% of the time..... who cares about the other 4%....

dannyboy
Posts: 6
Joined: Sun Jan 11, 2009 8:36 pm

Re: The American Transcontinental Railroad- Version 1.2a Final

Post by dannyboy » Mon Jan 12, 2009 11:00 pm

Oh yikes its 32 resources including Passengers and Mail?

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Re: The American Transcontinental Railroad- Version 1.2a Final

Post by snoopy55 » Mon Jan 12, 2009 11:11 pm

Yes, to a point. In my Side to Side I didn't want Passengers or Mail, and when I tested it it kept crashing. When I added Passengers it still crashed. When I removed ANY Good EXCEPT Passengers, it ran fine. So I changed the Passenger icon to one with a red circle and slash on it, and you still don't mess with Passengers.

So, to clerify my own words, you can only have 31 Goods, plus EITHER Passengers or Mail. One of the two is REQUIRED.
I'm correct 97% of the time..... who cares about the other 4%....

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