ECS Bugs

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Patchman
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Post by Patchman »

I don't know, maybe Csaba has an idea. And yes, this does need a better error message.
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Post by goalie »

the brewery spirites are not diesplayed right i think


another bug no building accepts food
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George
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Post by George »

goalie wrote:the brewery spirites are not diesplayed right i think
try to rebuild it
goalie wrote:another bug no building accepts food
I'vу fixed it already, I'll upload fixed version soon, I hope
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Post by goalie »

thank you and please upload the new version this weekend
because i hav vactions next week and want to play very much time ttd :D :D :D :D
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Post by goalie »

would it be possible to change the produced good by the brwery to wine (german Wein) and beer(german Bier)
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Post by George »

goalie wrote:would it be possible to change the produced good by the brwery to wine (german Wein) and beer(german Bier)
No. All cargo slots are used. Food is the only possible sollution unless we drop out some other cargo
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Post by goalie »

George wrote:
goalie wrote:would it be possible to change the produced good by the brwery to wine (german Wein) and beer(german Bier)
No. All cargo slots are used. Food is the only possible sollution unless we drop out some other cargo
ok i understand
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Post by goalie »

could you change the petrol stations behaviour of appeare and dissapear to a behaviour like the hotels have
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Post by George »

goalie wrote:could you change the petrol stations behaviour of appear and disappear to a behaviour like the hotels have
Then there would be no reason for high prices for petrol transportation. But when required call-back for house demolition event will appear, I'll add the check, that will guarantee, that a petrol station will work at least 2 years
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Post by goalie »

ok

when do you upload the fixed versions or are they not finished yet
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Post by George »

goalie wrote:ok
when do you upload the fixed versions or are they not finished yet
http://george.zernebok.net/download/dev ... /24122005/
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Post by goalie »

thanks for this great christmas present
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Post by goalie »

are there buildings which accept food in this version or not
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Post by George »

goalie wrote:are there buildings which accept food in this version or not
Default buildings in tropic and arctic should accept food
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Post by goalie »

George wrote:
goalie wrote:are there buildings which accept food in this version or not
Default buildings in tropic and arctic should accept food
and in temperate climate
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Post by George »

goalie wrote:
George wrote:
goalie wrote:are there buildings which accept food in this version or not
Default buildings in tropic and arctic should accept food
and in temperate climate
They shoud not. In temperate only special shops would accept food, but they are nod drawn yet
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Post by goalie »

George wrote:
goalie wrote:
George wrote:Default buildings in tropic and arctic should accept food
and in temperate climate
They shoud not. In temperate only special shops would accept food, but they are nod drawn yet
thanks for your replieis it possible to let one of your hotels accept food until the shops are ready because i want to use every cargo and the tourists need food
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Post by George »

goalie wrote:thanks for your replieis it possible to let one of your hotels accept food until the shops are ready because i want to use every cargo and the tourists need food
Ok.

2 Patchman and Csaboka:
could houses code be changed to define acceted and produced cargos as RVs with translation tables? So, I do need to know, what ID does the food use, I can simply specify the translation. Also, if the cargo is not available, it would be simply skiped (as with default cargo for RVs and the refit mask)
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Post by goalie »

which line and bit i have to change that one hotel accepts food
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Post by George »

goalie wrote:which line and bit i have to change that one hotel accepts food
I'll do it myself
http://george.zernebok.net/download/dev ... /26122005/
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