ECS vectors v1.1.2 (by George) 19/06/2011

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Do you use ECS with TTDP?

I use ECS under TTDP
5
3%
I use ECS under TTDP and OTTD
6
4%
I use ECS under OTTD
158
93%
 
Total votes: 169

Nagyzee
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Nagyzee »

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.
http://wiki.ttdpatch.net/tiki-index.php ... TownVector

So probably you just have to set the 2nd parameter to 1.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by arikover »

Hrmm. Brmm. Kaugh. Well I didn't know that for sure. I'm really sorry. :oops:

Anyway it's a very pleasant Set to play with. And all the others from ECS of course. Thank you for your quick answers, Nagyzee and Gremnon!
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Circeus »

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.
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George
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

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.

Code: Select all

newgrf/ECSTownw.grf 001
should be

Code: Select all

newgrf/ECSTownw.grf 0 0 1
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Circeus
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Circeus »

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.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

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.
In TTDP you can use http://wiki.ttdpatch.net/tiki-index.php ... Industries
I do not know a solution for OTTD. I hope it would be provided for OTTD some day.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

Before making any future change on ECS, I would like to get a report from users, containing there suggestion, wishes and proposals.

Especially I would like to know players wishes about:
  • a) graphics and animation
    • 1) Construction stages and construction stages animation
      2) Industry tiles animation
      3) Snow graphics
      4) Layouts
    b) Capacity and production values

    c) Something else?
P.S. Current plans are stored here http://george.zernebok.net/phpBB/viewtopic.php?t=82
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Hamilton2007
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Hamilton2007 »

a) As long it doesn't slow down the game to much it doesn't matter to me. But more Anime is fun, but not most neccessary imo.

b)Most of the time i got the problem of low vehicles production, even if the factory is feed with all it's needs.

c)Nothing for now...
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Chico008 »

Hi

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.

Does parameters have changed ?

thx for your help.
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George
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

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).
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Chico008 »

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 ^^
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

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)
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by djsider »

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
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

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.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

A question about construction vector.

Construction industry accepts bricks, wood products and cement.
Large construction industry accepts cement, steel and glass.

What about replacing cement with dyes for construction industry and steel with dyes for large construction industry?
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by wallyweb »

George wrote:A question about construction vector.

Construction industry accepts bricks, wood products and cement.
Large construction industry accepts cement, steel and glass.

What about replacing cement with dyes for construction industry and steel with dyes for large construction industry?
dyes are not realistic unless you specifically name them "paint". I would suggest to leave the construction industries the way they are.
Old American Saying wrote:If it ain't broke, don't fix it.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by michael blunck »

On that note, I never understood why there should be two different "building industries"?

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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

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.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by wallyweb »

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". :mrgreen:
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by djsider »

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?
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