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PostPosted: Sat Jul 08, 2006 4:07 pm 
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Traffic Manager
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Joined: Thu Apr 13, 2006 3:11 pm
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Location: Germany
yeah i thought that too .... it sucks that the automobiles are still named as goods , but that cant be changed right ? or is it possible to make complet new resourcess or products ?

but if he wants a german version , i can pm him with the german translation ( but i am not a modder ! ) :)

*edit* 09.07.2006 *edit*

so i played a while with this addon and i really like the ideas , but i think you must increase the scrapline ... at the moment it isnt really worth to build up a line from the dealers to the scrapyard , because the dealers dont push out much of your used cars ... same with the autoplant .. ok it would be unrealistic , but i think it will push the gameplay :)

the second is the pop up of cardealers .... i played from 1965 till 2000 an i got only small dealers ( i activated all 3 types ) , i dont know if this should be changed ....


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PostPosted: Tue Jul 11, 2006 5:23 pm 
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SkyNet wrote:
yeah ill give it a try .... and then i will post some comments :)


cant find the autoplant ( found it ... its a printworks ) in the scenarioeditor :( then i got 3 chemical works, but one of them looks like the scrapyard (in the picture )?!

next thing :( 2 of your 3 autodealers arn't named "autodealer" ... only the small one ... the other to are named as "Town hall square" ( sry i dont know if this is the right translation ) , but this can be a problem with my german version of the game :)


maybe my idea with the region where all needed industries are activated is not that bad ;)



well, apperantly i posted the wrong beta. i'll take a look for the most recent version when i get a chance and fix that. thanks for the heads up on that,. should be uploaded in a few days.

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 Post subject:
PostPosted: Mon Jul 17, 2006 12:57 am 
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So, is this usable in the game or not? I don't see any link to download...if so please show where that is...thank you.


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PostPosted: Mon Jul 17, 2006 2:04 am 
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*Cough* Look on the previous page *Cough*

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 Post subject:
PostPosted: Tue Jul 25, 2006 12:40 pm 
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Engineer
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Not sure if this is know but the Automobiles cargo replaces the Woodchip cargo, so now the US Set woodchip cars carry automobiles...


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 Post subject:
PostPosted: Thu Aug 03, 2006 4:40 pm 
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Chief Executive
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Location: The Netherlands
We'll I think everybody can be pleased with this new option in the game. I don't know if the Beta version is replaced (since this was my first download) but evrything seems to work fine.

Only thing that doesn't seem to work correct is that the special Factory gives goods, but you don't need that one to produce cars.

Thnxs Plasticman for that heck of a job, can't wait for future projects and wi'll follow them. Here are some screens...

First screen is a oversight on what I did to connect all supplies for just 1 car factory.

Second screen is the delivery of steel from both the steel mill/works and from the scrapyard and cars and scrap produced.

Third Screen is steel produced at the scrapyard.


Attachments:
Oversight for 1 Car Factory.JPG [134.05 KiB]
Downloaded 368 times
6 Cars and Scrap are produced.JPG [271.67 KiB]
Downloaded 370 times
8 Scrap Delivered at Scrapyard, steel produced.JPG [259.49 KiB]
Downloaded 344 times

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 Post subject: second row
PostPosted: Thu Aug 03, 2006 4:51 pm 
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Here are some more screens...

First screen, the produced cars go to the dealer downtown (next to my headquarters).

Second screen the chemical works produced plastic pallets.

Third and final screen is some advice. When I tried to build some trams the city expanded (duhhh everyone knows about that) but also when the city expands the car dealers appear on different places, and then you must rebuild the station on another place. If you don't do anything with the town where the dealer is located it probebly doesn't disappear that often. I wanna ask Plasticman if it is possible to build the car dealer when you are in a game just as you can do with you're selected industries.

Again, very nicely done !!! :D :shock: 8)


Attachments:
7 Cars delivered at Dealer (since 1900), scrap produced.JPG [272.18 KiB]
Downloaded 337 times
5 Deliver Oil at Chemical works and Plastic Pallets to Car Factory.JPG [258.8 KiB]
Downloaded 324 times

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 Post subject:
PostPosted: Thu Aug 03, 2006 4:52 pm 
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sorry here's the third screen...


Attachments:
Passenger and mail transport.JPG [275.13 KiB]
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 Post subject:
PostPosted: Thu Aug 03, 2006 7:09 pm 
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Location: USA-Arizona
Ok, I downloaded this and added it to the game and am trying to use it and for some reason I cannot get the train stations w/out the canopy on it...how do I fix this?


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 Post subject:
PostPosted: Fri Aug 04, 2006 8:36 am 
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Location: Germany
this trainstation has nothing to do with this industry mod ... you hav to download those station building sets if you want to have them :)


its a pitty that there are no updates from plastikman :(
i am a great fan of his us set :cry:


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 Post subject:
PostPosted: Fri Sep 01, 2006 2:48 am 
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Engineer
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Hello, my name is andi from indonesia

I would like to ask something about autoplant

I was extracting RAR file and copying to ObjData folder.
But when I check in scenario editor, chemical factory USCC doesn't appears
why ?

What should i do ?
sorry if my english is not good :-)


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 Post subject:
PostPosted: Fri Sep 01, 2006 12:06 pm 
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The dat files have to be in the bare objdata folder.(root)
It isn't allowed to put them in subfolders.
Locomotion will not recognize them otherwise.

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 Post subject:
PostPosted: Tue Sep 05, 2006 9:35 am 
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Yup. I extract that file to ObjData folder.

In Scenario Editor, there are Scrap Yard, Autodealer, Factory USCC industry
but Chemical Factory USCC doesn't exist

Does it crash with other Dat files ? I have Chemical Work dat file in ObjData folder.

:cry:


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 Post subject:
PostPosted: Tue Sep 05, 2006 10:28 am 
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If he cant find the requered file it will crash. (Or you have to rename a file to that name, but that would be tricky. ;)

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 Post subject:
PostPosted: Wed Sep 06, 2006 9:15 am 
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I try to rename CHEMWOUS.dat to Chemwork.dat,
But Locomotion won't start, he..he..he.he. :cry:

I check the XML file via Locotool, CHEMWOUS and CHEMWORK has similar XML script,


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 Post subject:
PostPosted: Wed Sep 06, 2006 12:05 pm 
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Location: www.amitrains.co.uk
You can't just change the .dat name, you need to change the xml aswell

Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<object class="0x9E" subclass="0x118E9B" name="CHEMWORC"><chunk compression="1">


The part that says "CHEMWORC" is what makes the name of the .dat basically so you need to change that or the game will think the two are the one if that makes sense.

MD

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 Post subject:
PostPosted: Fri Sep 08, 2006 6:35 am 
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Ok, i try to change the XML scripts :D

I hope it works he..he.he. :)


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 Post subject: Re: second row
PostPosted: Sun Sep 10, 2006 5:40 pm 
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Joined: Thu Apr 28, 2005 11:01 pm
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Location: Norcal, USA
Emperor Darth Sidious wrote:
When I tried to build some trams the city expanded (duhhh everyone knows about that) but also when the city expands the car dealers appear on different places, and then you must rebuild the station on another place. If you don't do anything with the town where the dealer is located it probebly doesn't disappear that often. I wanna ask Plasticman if it is possible to build the car dealer when you are in a game just as you can do with you're selected industries.


Plastikman can answer, but my guess would be no, if the car dealer is a city building and not a fundable industry. However I think there are two things that could be done to answer your suggestion:

1. Make the car dealer indestructible by setting the appropriate bit.
2. Use the mod to make the destruction/replacement cost prohibitively high.

As I understand it, your city can still expand but the car dealership will (in general) remain intact.

Cheers,
Fultron


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 Post subject:
PostPosted: Sun Sep 10, 2006 10:36 pm 
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Plastikman doesn't seem to be hanging around here anymore.

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 Post subject:
PostPosted: Fri Dec 01, 2006 10:24 pm 
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Posts: 58
Where are the autoracks?

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