Aha. Thanks for analysing it. Now, a few questions come to my mind:George wrote:Conditions are not metgriffin71 wrote:OK, so here's a new savegame meeting the conditions outline above.
Here again, a Cement works (Scabbot Bay) is closing, despite an apropriate deliverance of sand.
1) parameter is 0, so standard difficulty conditions are used
2) protect if level > 04h, good service ( 9E + A0 > 1024), v40 + v41 + v42 > 1024, younger than 5(2) years
2.1) level = min (min (R1, 4 + min ( R2 , R3 + 8 )) , 128)
R1 = v40 / (9 * max (year - 1920; 5) + 20) * base1=8 / 100)
so, you do not provide enough limestone to have required level
2.2) amount of cargo transported - is not applied because this amount of cargo was not produced
2.3) amount of cargo waiting. I see about 300 in you save game, so, that is not enough
2.4) age - above 5.
so, there are no conditions to protect your industry - it will be closed.
but as soon I change parameter to 8, the industry becomes protected (2.3 applies, because 300 tons is more than 1 ton) and the industry does not close
So, I see the expected behaviour.
1. Where can I find these details (so I need not bother you with things known)? And, what do they mean?
Is your protection level defined somewhere?, and the meaning of your parameters R1, v40, etc.? Or it that only inside the NewGRF?
Thanks for adding these to the todo listGeorge wrote:It would require one more string. I do not see much profit here. I've added it to todo list with the lowest priority.1. Industries state 'Closure: no' in case there is no closure threat, or 'Closure: in nn months', in case there is.
I've added it to todo list with the lowest priority.2. Secondary industries state which cargo they need (in sensible amounts) to prevent closure. E.g. 'Minimal monthly demand: sand (250 tonnes) or lime (150 tonnes)' (arbitrary amounts used) Such a statement is very helpful for the player

This raises some thoughts, as a good computer opponent is a wannahave for single players. The behaviour of the cement industry (realistic as it is), is different from the behaviour of the construction industry (judging from experience), to which apparently only supply of bricks is enough to keep it running. As this difference in behaviour cannot be read in the industry description, this leads to confusion for the player (frustration for the les patient). If AI programmers would create an AI for this geat industry set, this information should be exported to the AI in one way or another as well. It seems sensible (to me, at least) that the suggested display of minimal cargo requirement is then also made available through a function call to the AIs.
I'm providing my thoughts here because I much like the industry set, but the points mentioned still can/should be improved upon. Thanks a lot for your responses and patience so far!