It is Wiki. You can change it yourself. I hope the work (more detailed description) would be done by other users (not me). I will only fix code-related mistakes.wallyweb wrote:1. A correction:
ECS vectors v1.1.2 (by George) 19/06/2011
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
1. I am seeing warnings and I can't access any of the wiki pagesGeorge wrote:It is Wiki. You can change it yourself. I hope the work (more detailed description) would be done by other users (not me). I will only fix code-related mistakes.wallyweb wrote:1. A correction:
2. I do not have an account to edit wiki pages
OK ... the above were fixed. How do you like the tourist center page?
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Betterwallyweb wrote:OK ... the above were fixed. How do you like the tourist center page?


Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Hi George, I'll table the capacity just as soon as the wiki becomes available. At the moment the traffic on its server appears to be a bit congested.
UPDATE Ok George, the tables are done.
What about positioning as in "# of tiles from town center tile; # of tiles from water; etc."?
UPDATE Ok George, the tables are done.
What about positioning as in "# of tiles from town center tile; # of tiles from water; etc."?
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
marvelous idea, cause now I find it a bit difficult to place the industries...
The one time they say closer to sea and than the other time thay say closer to
town... This way we could have a clearer view where to put the industries...
Great looking forward to this feature...
The one time they say closer to sea and than the other time thay say closer to
town... This way we could have a clearer view where to put the industries...
Great looking forward to this feature...

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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Good Idea. Could you make a template so I should only fix the numbers?wallyweb wrote:What about positioning as in "# of tiles from town center tile; # of tiles from water; etc."?
Please remove cycles. Tourists center does not use this possibility.
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
I'll remove the cycles when I go in to set up the positioning information. First I need some information. For any of your industries, not just tourist, what are the considerations for positioning? We have town center and we have water. Are there any others? What are they?George wrote:Good Idea. Could you make a template so I should only fix the numbers?wallyweb wrote:What about positioning as in "# of tiles from town center tile; # of tiles from water; etc."?
Please remove cycles. Tourists center does not use this possibility.
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
00 + This industry should be built in towns - D < Rz0 (Distance to town is smaller, than town zone 0 radius)wallyweb wrote:I'll remove the cycles when I go in to set up the positioning information. First I need some information. For any of your industries, not just tourist, what are the considerations for positioning? We have town center and we have water. Are there any others? What are they?George wrote:Good Idea. Could you make a template so I should only fix the numbers? Please remove cycles. Tourists center does not use this possibility.wallyweb wrote:What about positioning as in "# of tiles from town center tile; # of tiles from water; etc."?
01 + This industry should be built near water - max N tiles away
02 + This industry should be build in towns with more inhabitants - at least N inhabitants (ECSAVBrewery)
03 + This industry should be built closer to town center - Rz1 + N > D (Distance to town is smaller, than town zone 1 radius + N)
04 - This industry can't be build in snow areas - Test snow. Obsolete. Not used now.
05 + This industry can't be build in desert - min N tiles away from the nearest desert tile (Usually 3 or 1)
06 + This industry should be built in town suburbs - D > Rz1 (Distance to town is larger, than town zone 1 radius)
07 + This industry requires flat land - flat land
08 + This industry requires sloped land - special terraforming required, see the pictures
09 + This industry should be build in forest areas - min N tiles around are rainforest (ECSTVTCPalenque, ECSWVForest) (ECSWVForest checks the landscape number, ignores condition everywhere except tropics)
0A + This industry should be build far from towns
- a) disallow in townzones 1-4 (ECSTWTouristsCentre)
b) Rz0 < D (Distance to town is larger, than town zone 0 radius
0C + This industry can't be build near the same industry - min N tiles away from the nearest industry with the same ID
0D + This industry can't be build close to water - min N tiles away from water
0E + This industry can't be build near the conflicting industry - min N tiles away from the nearest industry with the specified ID
0F + This industry should be built closer to the related supplying industry - max N tiles away from the nearest industry with the specified ID (ECSWVSawmill)
10 + This industry can't be build near the same industry of the same layout - min N tiles away from the nearest industry with the specified ID and layout (ECSTVTouristCentre)
8401 - Can't build here - disallow on coasts (ECSAVFruitPlantation, ECSWVForest)
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Thanks George. One more question before I do this ...George wrote:...(lots of conditions)...wallyweb wrote:... what are the considerations for positioning? ...
Can an industry have more than 1 of those conditions? I think so but I want to make sure. If yes, is there a maximum of conditions per industry?
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Every industry can have as much conditions as it wants. Several conditions are applied multiply times (check industry with ID), once per ID.wallyweb wrote:Thanks George. One more question before I do this ...George wrote:...(lots of conditions)...wallyweb wrote:... what are the considerations for positioning? ...
Can an industry have more than 1 of those conditions? I think so but I want to make sure. If yes, is there a maximum of conditions per industry?
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Hi George,George wrote:...Every industry can have as much conditions as it wants. Several conditions are applied multiply times (check industry with ID), once per ID.
Look at the attached file and let me know if it makes sense to you.
Mark it up with any changes you want and send it back to me.
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
|| 0A || Build outside townswallyweb wrote:Look at the attached file and let me know if it makes sense to you.George wrote:...Every industry can have as much conditions as it wants. Several conditions are applied multiply times (check industry with ID), once per ID.
Mark it up with any changes you want and send it back to me.
||-(a)|| !Tz0, !Tz1, !Tz2, !Tz3, !Tz4
wrong, only !Tz1, !Tz2, !Tz3, !Tz4
||8401|| Build [>=N] tiles from coast
wrong, always 1
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
George wrote:|| 0A || Build outside towns
||-(a)|| !Tz0, !Tz1, !Tz2, !Tz3, !Tz4
wrong, only !Tz1, !Tz2, !Tz3, !Tz4
tells me that Tz0 is still part of the town. Small towns are able to have only one zone, Tz0, so is it ok to build in these towns?wiki wrote: ... where 0 is the outermost zone of the town
Is "||8401|| Build >=1 tile from coast" ok?George wrote:||8401|| Build [>=N] tiles from coast
wrong, always 1
or should it be "||8401|| Build >1 tile from coast"?
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Tz0 is the zone where stations affect city rating. every city has Tz0. So for small town it can be inside a townwallyweb wrote:George wrote:|| 0A || Build outside towns
||-(a)|| !Tz0, !Tz1, !Tz2, !Tz3, !Tz4
wrong, only !Tz1, !Tz2, !Tz3, !Tz4tells me that Tz0 is still part of the town. Small towns are able to have only one zone, Tz0, so is it ok to build in these towns?wiki wrote: ... where 0 is the outermost zone of the town
>=1wallyweb wrote:Is "||8401|| Build >=1 tile from coast" ok?George wrote:||8401|| Build [>=N] tiles from coast
wrong, always 1
or should it be "||8401|| Build >1 tile from coast"?
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Ok George, how does it look now?
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Okwallyweb wrote:Ok George, how does it look now?
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Good. Look at the wiki page for Neu Schwanstein Castle. Put an X in the appropriate "check" columns. Add your numbers. If you are happy with it, I will add the table to the other tourist centers.George wrote:Ok
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Have a lookwallyweb wrote:Good. Look at the wiki page for Neu Schwanstein Castle. Put an X in the appropriate "check" columns. Add your numbers. If you are happy with it, I will add the table to the other tourist centers.George wrote:Ok
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Ok ... your turnGeorge wrote:Have a lookwallyweb wrote:Good. Look at the wiki page for Neu Schwanstein Castle. Put an X in the appropriate "check" columns. Add your numbers. If you are happy with it, I will add the table to the other tourist centers.George wrote:Ok

Be sure to check that I didn't accidentally omit something.
Also, for code 10, Build >=FFFFFF, you should show a numeric value instead.
Also, don't code OC and code 10 say the same thing?
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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
I think you should move all these descriptions below the table to some page, where all of them are described in details, while here you should post only a link. I don't think it would be a good idea to put the same description to all the pages.wallyweb wrote:Ok ... your turn![]()
Be sure to check that I didn't accidentally omit something.
Also, for code 10, Build >=FFFFFF, you should show a numeric value instead.
Also, don't code OC and code 10 say the same thing?
for code 10 FFFFFFFFh means long long away outside the map

0C means that a distance between different castles is at least 32 tiles (northern corners), while 10 means the distance between same castles.
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