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PostPosted: Sun Jan 10, 2016 5:10 pm 
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As I have only just returned to ECS from FIRS, a number of other problems are returning, one of which (I won't bother you with the rest) is that I can't seem to find the latest version of the various vectors. In alluke's screenshot on the main dev thread, it marks ECS Basic Vector II as the Feb 2012 version, but bananas and your website only display the June 2011 version. Where do I find the latest version?


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PostPosted: Sun Jan 10, 2016 8:25 pm 
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bvoice360 wrote:
As I have only just returned to ECS from FIRS, a number of other problems are returning, one of which (I won't bother you with the rest) is that I can't seem to find the latest version of the various vectors. In alluke's screenshot on the main dev thread, it marks ECS Basic Vector II as the Feb 2012 version, but bananas and your website only display the June 2011 version. Where do I find the latest version?
http://george.zernebok.net/temp/ECS1.2/

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PostPosted: Sun Jan 10, 2016 8:57 pm 
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Thanks-is this not on bananas because it is unfinished or something?


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PostPosted: Sun Jan 10, 2016 9:36 pm 
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bvoice360 wrote:
Thanks-is this not on bananas because it is unfinished or something?
There is no reason for that, just nobody did it

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PostPosted: Fri Jan 15, 2016 7:21 pm 
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I'm trying to play this set, but Im havin a problem, that is - the production is too low to actually anything to happen.

Keep in mind that this is a new game started with only ECS BASIC VECTOR II enabled.

I even tried to connect to a coal mine and run a train but it stayed few month loading nothing (and yes, it was a coal train).



EDIT: Problem solved, the production grown when I've refitted the train to actually carry coal (it wasn't doing that).


Attachments:
low prod.png [111.31 KiB]
Not downloaded yet
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PostPosted: Wed Feb 03, 2016 5:24 pm 
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Glad to see new 1.2 vectors online.
One question - where should build materials be shipped? Did not found any houses accepting it.

EDIT: solved - special BDMT shop building can accept that, but seems that it appear only in large towns.


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PostPosted: Sat Jan 07, 2017 4:49 pm 
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Hi All,

I am long-time fan and player of TTO (first), then TTD Patch and finally OpenTTD.
I played several games with all Industries Set, but ECS Vectors is my favorite one so far.

Still, I have some questions:

- Current version of ECS Vector is 1.2: are there plans for future updates? Will Banks and Shipyards be used?
- There are some missing translations in italian in 1.2 version for some industries and cargo (i.e. Aluminium Plant, tonnes, of, Building Materials). I can help with providing missing translation, but how can I do that?
- I always used Total Town Replacement Set to complete the cargo acceptance in town, but I see we now have two additional NewGRFs (ECS Industry Add-on and ECSext). Can they be combined with TTRS, or even each other? Which one do you suggest?
- I see ECS Basic vector and ECS Construction Vector are still available for download, even though they are outdated and can create conflicts with existing ones. Wouldn't be better to remove them from in-game download (just a curiosity here)?


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PostPosted: Sat Jan 07, 2017 8:40 pm 
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SpecialAgent45954 wrote:
Hi All,
I am long-time fan and player of TTO (first), then TTD Patch and finally OpenTTD.
I played several games with all Industries Set, but ECS Vectors is my favorite one so far.
Still, I have some questions:
- Current version of ECS Vector is 1.2: are there plans for future updates? Will Banks and Shipyards be used?
- There are some missing translations in italian in 1.2 version for some industries and cargo (i.e. Aluminium Plant, tonnes, of, Building Materials). I can help with providing missing translation, but how can I do that?
- I always used Total Town Replacement Set to complete the cargo acceptance in town, but I see we now have two additional NewGRFs (ECS Industry Add-on and ECSext). Can they be combined with TTRS, or even each other? Which one do you suggest?
- I see ECS Basic vector and ECS Construction Vector are still available for download, even though they are outdated and can create conflicts with existing ones. Wouldn't be better to remove them from in-game download (just a curiosity here)?
https://translator.openttdcoop.org/project/ecs

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PostPosted: Sat Jan 07, 2017 9:28 pm 
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I tried building the Bulk Terminal and no matter which way I try to built it along a coast it still wont build.

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PostPosted: Sun Jan 08, 2017 12:20 am 
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George wrote:
https://translator.openttdcoop.org/project/ecs


Mmmm... I see that the translations in the link you provided are all ok, still I got the missing translations in game for the items I mentioned above.

I also checked that the texts stay in English, for these items, even if I change the language in French or Spanish during the game.


Should I provide a savegame?


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PostPosted: Sun Jan 08, 2017 5:16 am 
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SpecialAgent45954 wrote:
George wrote:
https://translator.openttdcoop.org/project/ecs

Mmmm... I see that the translations in the link you provided are all ok, still I got the missing translations in game for the items I mentioned above.
I also checked that the texts stay in English, for these items, even if I change the language in French or Spanish during the game.
Should I provide a savegame?
no, these translations would be applied in the NML version of the set, that is not available yet

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PostPosted: Tue May 23, 2017 10:07 am 
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How do i disable stockpile limits on a running game considering there is no "hard" difficulty anymore?
I would assume it's relates to action 0x22 where code now returns a value of 3 where a value of 2 would be "hard" before. Does the NewGRF check for a value less than 2 to enable General Behavior change parameters?

EDIT: I meant parameter A2 for difficulty setting. I forgot to read the docs and add 0x80 to the value. Either way, i checked the GRF and it only checks for a difficulty setting of 2 so i guess it doesn't reset the params.
But still, stockpile limit is on regardless of what i set the option to.

EDIT #2: Ok, a slight correction on my part... Seems stockpile limit works BUT fishing grounds still limits passengers. Or rather treats them differently.
Solutions?


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PostPosted: Tue May 23, 2017 5:43 pm 
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Cadde wrote:
How do i disable stockpile limits on a running game considering there is no "hard" difficulty anymore?
I would assume it's relates to action 0x22 where code now returns a value of 3 where a value of 2 would be "hard" before. Does the NewGRF check for a value less than 2 to enable General Behavior change parameters?

EDIT: I meant parameter A2 for difficulty setting. I forgot to read the docs and add 0x80 to the value. Either way, i checked the GRF and it only checks for a difficulty setting of 2 so i guess it doesn't reset the params.
But still, stockpile limit is on regardless of what i set the option to.

EDIT #2: Ok, a slight correction on my part... Seems stockpile limit works BUT fishing grounds still limits passengers. Or rather treats them differently.
Solutions?
General behaviour change parameter does not affect passengers / tourists (yes, that is not documented on the wiki).

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PostPosted: Tue May 23, 2017 6:19 pm 
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That's what i found out yea, now i am looking for a way to increase the number of passengers the Fishing Grounds and Oil Rig will accept before rejecting them.
NFO is a crazy language, so pointers would be highly appreciated!


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