Texas map

Develop, collaborate, test and share new maps
frizzank
Posts: 5
Joined: Tue Sep 15, 2009 8:05 am
Contact:

Texas map

Post by frizzank » Tue Sep 15, 2009 8:07 am

New map for the Texas lovers, lots of cattle and oil. also the end of the world! In Texas...

1.3 added, some bug fixes.

1.2 version updated

Version 1.1
fixed goods.xml
-Goods now show up as they should

deleted texas depo files
-Wasn't needed
Version 1.2
Edited Events_Texas to only include events that there are goods for

Deleted referance to Events US southwest in Scenario_User_texes was causeing crash
Attachments
texas1.3.zip
New bug fixes
(566.05 KiB) Downloaded 408 times
Last edited by frizzank on Thu Dec 01, 2011 3:56 am, edited 4 times in total.

User avatar
Jancsika
Posts: 921
Joined: Thu Nov 02, 2006 3:40 pm
Location: Maryland

Re: Texas map

Post by Jancsika » Tue Sep 15, 2009 3:35 pm

Very nice map. Well designed and challenging scenario.
It is all stock goods, so that will be suitable for older computers, will be good for the multi players folks.

In the Goods.XML file you missed the closing argument after the “Wine”, that's why all those goods show up in the Goods box.

<Good>
<szName>Wine</szName>
</Good>
</RRTGoods>

Now that you have made a good map, we hope that you will keep up with it.
Jancsika

User avatar
Jancsika
Posts: 921
Joined: Thu Nov 02, 2006 3:40 pm
Location: Maryland

Re: Texas map

Post by Jancsika » Tue Sep 15, 2009 8:54 pm

I have couple more notes for you:

Since there are all stock Firaxis industries you don't need the RRT_Depots_texas.XML file. The depots come into play if and when there is a custom industry, that is not in the basic game. Then you would have to list all of them.

You are referring to the RRT_Events_US_Southwest.XML file, which is OK. Just be sure that all the goods that are referred to in that file are produced in your Texas map.

Again you don't need the RRT_TrainCars_texas.XML file, since the scenario refers to the basic RRT_TrainCars.XML file. This is OK.

If you are getting more into editing the XML files, I would suggest to use an XML editor, like the Notepad++ with the XML plugin. It is free. We all use it here.
Jancsika

User avatar
CalmDragon
Posts: 137
Joined: Thu Jun 07, 2007 7:08 pm
Location: Los Angeles, California
Contact:

Re: Texas map

Post by CalmDragon » Tue Sep 29, 2009 6:24 pm

frizzank wrote:New map for the Texas lovers, lots of cattle and oil. also the end of the world!
Thank you for submitting a fun map to play in.
motherboard : Asus P5N-E SLI
processor: Dual Core 2.4 GHz
memory : 2046MB
video card: GeForce 8800GTS 640MB
operating system: winxp media
Display: 24" Dell at 1920x1200

prk166
Posts: 3
Joined: Sat Oct 17, 2009 12:34 am

Re: Texas map

Post by prk166 » Sat Oct 17, 2009 12:36 am

Thanks!

gcavan
Posts: 4
Joined: Sat Nov 15, 2008 3:58 pm

Re: Texas map

Post by gcavan » Sat Nov 07, 2009 2:49 pm

It doesn't show up in the scenario setup. Shouldn't there be a .FPK file?

User avatar
Lowell
Posts: 653
Joined: Sat Mar 24, 2007 2:14 am
Location: Georgia
Contact:

Re: Texas map

Post by Lowell » Sat Nov 07, 2009 3:00 pm

gcavan wrote:It doesn't show up in the scenario setup. Shouldn't there be a .FPK file?
Not with a map that uses the games' default models and trains.

You made a Depot_Texas xml list for the depots, but in the Scenario you have it pointing at the RRT_Depots.xml list.
No biggie, but if you use the default depots, you don't need the texas_depot list. Also on the Trains list, you only need the title name for the GP38, you placed the complete model listing.

Nice scenario. :)

gcavan
Posts: 4
Joined: Sat Nov 15, 2008 3:58 pm

Re: Texas map

Post by gcavan » Sat Nov 07, 2009 3:18 pm

It doesn't show up in the scenario setup.
Nevermind. I had a typo in a folder name.

frizzank
Posts: 5
Joined: Tue Sep 15, 2009 8:05 am
Contact:

Re: Texas map

Post by frizzank » Sat Nov 14, 2009 7:36 am

Thanks it was a fun map to do. Fixed the goods.xml and deleted the extra depo file. new version up top^

User avatar
Warll
Posts: 927
Joined: Fri Oct 27, 2006 10:31 pm
Location: Tokyo, Japan
Contact:

Re: Texas 図

Post by Warll » Tue Dec 15, 2009 8:52 am

There is no events file, will this cause a problem?
Image

frizzank
Posts: 5
Joined: Tue Sep 15, 2009 8:05 am
Contact:

Re: Texas map

Post by frizzank » Tue Dec 15, 2009 7:30 pm

It is not a stand alone map. I made it with the in game editor so it doesnt need it.

User avatar
Warll
Posts: 927
Joined: Fri Oct 27, 2006 10:31 pm
Location: Tokyo, Japan
Contact:

Re: Texas 図

Post by Warll » Tue Dec 15, 2009 8:23 pm

Ok as far as I understand that should mean it can be played like a SAM would be.
Image

User avatar
Lowell
Posts: 653
Joined: Sat Mar 24, 2007 2:14 am
Location: Georgia
Contact:

Re: Texas map

Post by Lowell » Wed Dec 16, 2009 1:30 pm

Maps that use the games' default game items...can be droped into the UserMaps folder and played just like a Sam or CIC map.

However...we have all found that the default game has a random Event game crash every blue moon or so. The fix for the random Event crashes...is to place your own RRT_Events.xml list. Simply list "only" the events for the type goods and industries you are using on the map. This "locks-in" the Events and prevents the gremlin from crashing the map do to the Events issue. 8)

User avatar
Warll
Posts: 927
Joined: Fri Oct 27, 2006 10:31 pm
Location: Tokyo, Japan
Contact:

Re: Texas 図

Post by Warll » Wed Dec 16, 2009 9:43 pm

Would adding a blank events file fix this? As if will the game accept an empty file with the proper name and then show no events?
Image

19kenny56
Posts: 3
Joined: Sat Oct 17, 2009 2:31 am

Re: Texas map

Post by 19kenny56 » Wed Dec 16, 2009 9:48 pm

You say "However...we have all found that the default game has a random Event game crash every blue moon or so.", but all of the games maps use custom event files, so why would they crash?

Post Reply