arikover wrote:
I would like to know if this is a bug.
If this is a bug, is it a known bug?
If this bug is already known, please excuse me. If not, I hope this will help.
I've just noticed in my new games, for no clear reason, old industries have started reappearing. With my full grf set, I would randomly get a TTD vanilla coal mine and power station here and there. I tried deactivating everything but the ECS and ttdpbasew.grf, and suddenly I get only vanilla iron ore and steel mill! I've attached my steel mill grf list. THis was already happening before I downloaded the latest ECS grfs.
ETA: I just noticed the file actually has both construction vector (forgot to remove it), but removing the ECS one does not alleviate the issue.
Circeus wrote:I've just noticed in my new games, for no clear reason, old industries have started reappearing. With my full grf set, I would randomly get a TTD vanilla coal mine and power station here and there. I tried deactivating everything but the ECS and ttdpbasew.grf, and suddenly I get only vanilla iron ore and steel mill! I've attached my steel mill grf list. THis was already happening before I downloaded the latest ECS grfs.
ETA: I just noticed the file actually has both construction vector (forgot to remove it), but removing the ECS one does not alleviate the issue.
true, but that was a fix attempt that was done after I noticed the problem: removing the original industries is supposed to be the default setting to begin with.
In fact, I have a game right now with that setup and I have vanilla oil refinery, coal mine, power station, forest AND sawmill.
Circeus wrote:true, but that was a fix attempt that was done after I noticed the problem: removing the original industries is supposed to be the default setting to begin with.
In fact, I have a game right now with that setup and I have vanilla oil refinery, coal mine, power station, forest AND sawmill.
i have some problem with parameters with the ECS
i'd like the ECS to have unlimited ressources and never close.
so i put these parameters, as explained on the wiki
ECSTown 0 0 0 6
ECSBasic 0 6
ECSWood 6
ECSChem 6
ECSConst 6
ACSAgri 6
...
but industries are still closing AND ressources are not unlimited.
Chico008 wrote:i have some problem with parameters with the ECS
i'd like the ECS to have unlimited ressources and never close.
so i put these parameters, as explained on the wiki
ECSTown 0 0 0 6
ECSBasic 0 6
ECSWood 6
ECSChem 6
ECSConst 6
ACSAgri 6
but industries are still closing AND ressources are not unlimited.
No closure unless exhausted is applied to mines only. If you want to protect serviced industries, add value 8. But unserviced industries will close. That is intended.
As for unlimited resources. As you can see, amount of resources available never decreases if unlimited resources are set. This way they are unlimited (they never get exhausted).
Chico008 wrote:oh ok
for industries yes, closure if not used, it's ok
with previous version, parameters unlimited ressources put them to very high values, but now, i haven't checked if they decrease or not yet.
i'll check and tell ^^
Previously they were limited, but with a high value. Now they a truly unlimited, so, high values are not required (but I think to add it back to indicate unlimited mines)
How does ECS beta 5 work with the tropic landscape? On George's DL site, i only see the regular basic and machinery vectors for beta 5, but the wiki still lists the tropic versions of basic and machinery. Thanks
djsider wrote:How does ECS beta 5 work with the tropic landscape? On George's DL site, i only see the regular basic and machinery vectors for beta 5, but the wiki still lists the tropic versions of basic and machinery. Thanks
ECS vectors are coded to be used in any landscape. Even in mixed landscape when it would available.
Previously there were ideas to have special mods to be used in tropics, but now all these attempts are frozen and planned to be removed. The last step planned is to provide water in ECS town vector. With this step I plan to remove all landscape specific vectors.
michael blunck wrote:On that note, I never understood why there should be two different "building industries"?
Because of 3 accepted cargo limit. But since callbacks 14B and 14C were introduced, I think about uniting them into one. I just needed an old styled construction industry for bricks and modern for cement.
Also. I was thinking about transforming them to houses. Because of no acceptance limit for houses, I rejected that idea.
Last edited by George on 09 Jan 2009 13:56, edited 1 time in total.
michael blunck wrote:On that note, I never understood why there should be two different "building industries"?
I think George was at a loss for words. His "Construction Industry" would seem to represent a general enterprise such as a local materials/lumber/hardware supplier whereas his "Large Construction Industry" would seem to represent those engineering firms tasked with taking on large megaprojects such as highways and towers and such. George might be able to resolve the conflict by renaming "Construction Industry" to "Building Materials Supplier" and "Large Construction Industry" to "Civil Engineering Company".
George wrote:ECS vectors are coded to be used in any landscape. Even in mixed landscape when it would available.
Previously there were ideas to have special mods to be used in tropics, but now all these attempts are frozen and planned to be removed. The last step planned is to provide water in ECS town vector. With this step I plan to remove all landscape specific vectors.
Thanks for the reply. One clarification, so that means when I play in tropic with beta 5, desert towns will not be able to grow until the last step is implemented?