Moderator: Locomotion Moderators
- Posts: 7824
- Joined: 29 Sep 2004 20:07
- Location: Kingdom of Far Far Away
Following roadmap for releases: Whats a roadmap?
Releases of LocoTrains can be found by checking the posts of: LocoTrains - Goold old AMI Trains member of the first hour.
I have Private Messaging disabled, because of the stupid questions i get in my PM box.
Want to talk to me? Get on the #tycoon and #locomotion channel on OFTC thingy. :: Evolution of men: Loosing more braincells, everytime you post...
Plastikman has exposed an unforeseen flaw in the Boundary Fence (Thank you sir)... To wit, if you add the fence to a scenario, then start a new game with that scenario, it will not work as advertised! Under the right conditions, a city could (and probably will) intersect a road with it. When this happens, the road could change into a fence visually, but it will not have all of the desired properties. This could lead to encroachment into the fenced zone, and to vehicles getting lost and driving on its pathway. Funny to watch, but not what we want.
For the time being, unless/until I find a solution, please disregard instruction 2.a) in the original post, and in the readme.
To get the effectiveness claimed, you must add the fence only to a saved game (using the Saved Game Editor).
My apologies for any inconvenience. I forgot about Murphy's Law.
Does the same thing happen if you try to add a different road?noofnoof wrote:funny you bring that up, save game editor crashes everytime since I've installed your mod...
During the eleven months I was fooling around with this, I actually had two different versions of the fence available in the same saved game. See screenshot.
I also added a third road (Tarmac Road), that behaved somewhat like the fence, but was visually unacceptable.
- 3 Items added via the Saved Game editor.
- Two versions in Road Menu.png (946.85 KiB) Viewed 3995 times
- Route Supervisor
- Posts: 471
- Joined: 02 Sep 2008 13:20
- Location: At the computer, playing Locomotion!
I think you can fiddle around with a sprite/xml while a save-game has the previous.
My WIP Streamliner is in the same save always, the sprites change in game without re-starting or going bonkers!
Lomo is capable of some strange stuff!
Keep it up
Now includes two versions: One is specifically intended for use in new games, and in the Scenario Editor. The other is similar to the original and is intended for adding to Saved Games.
Cost reduced for both.
See Readme for details.
I'm Coen and i'm new here even i have the game many years. Its good too know that this game is alive after so many years. Good work !!!
Now i have a problem with the boudry fence. I've placed them in the scenario editor around the city's, but the AI see that as a road an build houses on both sides
What can i do about it?
- Emperor Darth Sidious
- Posts: 1097
- Joined: 07 May 2006 20:22
- Location: Landgraaf, the Netherlands
Never had any problems though with the Boundry Fence and I still think it's a nice mod for the game
:: Emperor' Screenshots :: Problem with Bridges :: The Long Station Patch :: Help with Opie's Dutch Stations :: The Serpent "Mod-Free" :: The Empty Region :: The City Oilwell :: The City Flourmill :: The Food-Mod :: The Valuables-Mod V4.0 :: A "One-Sided Station" :: Standard vehicles for Plastikman's Automod :: Maximum production from industries :: Tutorial to change tracks for trams and trains :: My own vehicle creation thread ::
Me? When i built the scenario. I always add it at that time. It might be something as simple as me installing the wrong file, but i can't make any junctions.chrissykes wrote:Did you add it at scenario build or did you add it after starting the scenario using the locomod tool?
Thats likely your problem, you need to add the SVG version when you started the scenario and then use that one...The Tram man wrote:Me? When i built the scenario. I always add it at that time. It might be something as simple as me installing the wrong file, but i can't make any junctions.chrissykes wrote:Did you add it at scenario build or did you add it after starting the scenario using the locomod tool?
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