North America / Great Lakes Scenario/Industries, etc. [WIP]
Posted: 16 Jul 2005 08:19
Added Jan. 11, 2015: Package (v1.1) hosting location has changed, and all screenshots have been lost. The pacakge is now in a .7z file (like .zip) with the password "gllp" (no quotes).
http://www.bryanmel.com/public/gllp.7z
This is still in a test phase, please post suggests/bugs/comments to this thread.
Hi,
It's been a long time since I have posted to these forums, but I may soon release the modded changes I have made.
Basically, I wanted to model the Great Lakes region of North America to focus on rail and ship transportation. The primary addition/change has been several new commodities, including:
Petrochemicals
Liquid Chemicals
Dry Chemicals
Plastics
Fertilizer
Aggregates (ie: limestone, sand, gravel)
Cement
Salt
Auto Parts
Automobiles
Imports (ie: intermodal traffic)
Exports (ie: intermodal traffic)
Scrap
Non-Ferrous Ore
Base Metals (ie: aluminum/nickel/copper)
Metallurgical Coal (for steel)
Steam Coal (for power plants)
Construction Steel
Rolled Steel
Lumber (for construction)
as well as several new industries:
Quarry
Construction Depot
Road Maintence
Cement Plant
Plastics Plant
Steel Recycler
Non-Ferrous Ore Mine
Base Metal Smelter
Met Coal Mine
Steam Coal Mine
Intermodal Port
Chemical Plant (Dry, Liq, Petro)
Gas Distribution Centre
Goods Distribution Centre
Auto Parts Plant
Auto Plant
Metal Goods Plant (ie: machinery)
Consumer Goods Factory (ie: electronics, appliances)
Chemical Goods Factory (ie: paint, pharmaceuticals)
and maybe some stuff I'm forgetting. A large part of these "industries" are city buildings set to produce/accept new commodities. None of the graphics are "new" in the sense that I have recoloured and used sprites provided with the game to produce different looking buildings (ex: the cement plant is a gray brewery, the plastics plant is a green chemical plant, etc.).
I have also made an accompanying scenario which I feel is a fairly nice map of the Great Lakes regions with a ton of industries. Unfortunately the computer AI has no idea how to deal with the new commodities/industries, so you basically build a massive network of the ~100+ industries for yourself. I've playtested it a couple of times (maybe 5 or 6), and I've found it has more than enough possibilities to keep you busy. There are some quirks because some industries produce/accept commodities on the same rail cars (ie: a steel mill produces both construction and rolled steel, but one type goes to a construction depot, while the other is for manufactured goods, so you have to specify which to load), but after awhile you get the hang of it.
I'd say it is almost ready for release. About the only thing I have left to do is make the intermodal cars (ie: flatbeds with boxes on them). I don't really plan to make mods for trucks. I've increased ship speed, size and names to greater reflect the region and also make them competitive. Unfortunately, I made these mods about two months ago and haven't really touched them since. Maybe I'll upload in another week or two, or maybe in September, who knows? I also haven't been very graceful about my changes...to install them basically requires backing up and completely overwriting your Objects folder. I've though about making a .dat file for the region but I'd already made my complicated map in the North American region, plus I have found that Loco behaves very strangely when your cargoes number gets up around the 32 limit, and you have many city buildings creating/accepting cargoes. (Have any other modders had these problems?)
If any one is interested in this, let me know. I don't know if this community is still active or not, especially with North American users who would care.
Fultron
http://www.bryanmel.com/public/gllp.7z
This is still in a test phase, please post suggests/bugs/comments to this thread.
Hi,
It's been a long time since I have posted to these forums, but I may soon release the modded changes I have made.
Basically, I wanted to model the Great Lakes region of North America to focus on rail and ship transportation. The primary addition/change has been several new commodities, including:
Petrochemicals
Liquid Chemicals
Dry Chemicals
Plastics
Fertilizer
Aggregates (ie: limestone, sand, gravel)
Cement
Salt
Auto Parts
Automobiles
Imports (ie: intermodal traffic)
Exports (ie: intermodal traffic)
Scrap
Non-Ferrous Ore
Base Metals (ie: aluminum/nickel/copper)
Metallurgical Coal (for steel)
Steam Coal (for power plants)
Construction Steel
Rolled Steel
Lumber (for construction)
as well as several new industries:
Quarry
Construction Depot
Road Maintence
Cement Plant
Plastics Plant
Steel Recycler
Non-Ferrous Ore Mine
Base Metal Smelter
Met Coal Mine
Steam Coal Mine
Intermodal Port
Chemical Plant (Dry, Liq, Petro)
Gas Distribution Centre
Goods Distribution Centre
Auto Parts Plant
Auto Plant
Metal Goods Plant (ie: machinery)
Consumer Goods Factory (ie: electronics, appliances)
Chemical Goods Factory (ie: paint, pharmaceuticals)
and maybe some stuff I'm forgetting. A large part of these "industries" are city buildings set to produce/accept new commodities. None of the graphics are "new" in the sense that I have recoloured and used sprites provided with the game to produce different looking buildings (ex: the cement plant is a gray brewery, the plastics plant is a green chemical plant, etc.).
I have also made an accompanying scenario which I feel is a fairly nice map of the Great Lakes regions with a ton of industries. Unfortunately the computer AI has no idea how to deal with the new commodities/industries, so you basically build a massive network of the ~100+ industries for yourself. I've playtested it a couple of times (maybe 5 or 6), and I've found it has more than enough possibilities to keep you busy. There are some quirks because some industries produce/accept commodities on the same rail cars (ie: a steel mill produces both construction and rolled steel, but one type goes to a construction depot, while the other is for manufactured goods, so you have to specify which to load), but after awhile you get the hang of it.
I'd say it is almost ready for release. About the only thing I have left to do is make the intermodal cars (ie: flatbeds with boxes on them). I don't really plan to make mods for trucks. I've increased ship speed, size and names to greater reflect the region and also make them competitive. Unfortunately, I made these mods about two months ago and haven't really touched them since. Maybe I'll upload in another week or two, or maybe in September, who knows? I also haven't been very graceful about my changes...to install them basically requires backing up and completely overwriting your Objects folder. I've though about making a .dat file for the region but I'd already made my complicated map in the North American region, plus I have found that Loco behaves very strangely when your cargoes number gets up around the 32 limit, and you have many city buildings creating/accepting cargoes. (Have any other modders had these problems?)
If any one is interested in this, let me know. I don't know if this community is still active or not, especially with North American users who would care.
Fultron