still crashes.SAC wrote:Made a new post here...
http://www.tt-forums.net/viewtopic.php?p=947516#p947516
Is there anybody here who uses TTDP and can make some tests for me?
Moderator: OpenTTD Developers
still crashes.SAC wrote:Made a new post here...
http://www.tt-forums.net/viewtopic.php?p=947516#p947516
Yes, I see there are some problems related to TTDP, but I do not want to spend too much time on it. The same save loaded in OTTD works fine, plantation has the production as intended. Because I get crashes I want to know if ECS works under TTP without crashes for at least somebody.SAC wrote:Yes, forgot to add that also this game crashed on me on several times while playing!
Towers are located in ECS houses. Do you have ECS houses installed?viktoria.s wrote:I just downloaded the 1.1.1(18May2011) version of the ECS vectors and I generated a new game in the tropical climate. I have started in 1921 and unfortunately there is no water tower generated so I could not grow my towns in the desert. Do you have some tips how to solve this problem?
Yes I have all of the ECS vectors, I have loaded the following vectors for the game:George wrote:Towers are located in ECS houses. Do you have ECS houses installed?viktoria.s wrote:I just downloaded the 1.1.1(18May2011) version of the ECS vectors and I generated a new game in the tropical climate. I have started in 1921 and unfortunately there is no water tower generated so I could not grow my towns in the desert. Do you have some tips how to solve this problem?
Please provide a savegameviktoria.s wrote:Yes I have all of the ECS vectors, I have loaded the following vectors for the game:George wrote:Towers are located in ECS houses. Do you have ECS houses installed?viktoria.s wrote:I just downloaded the 1.1.1(18May2011) version of the ECS vectors and I generated a new game in the tropical climate. I have started in 1921 and unfortunately there is no water tower generated so I could not grow my towns in the desert. Do you have some tips how to solve this problem?
I can confirm after a group of tests that ECS houses do not appear before 1930-th. Has to be fixed.viktoria.s wrote:Here is the savegame. (I have used other newgrfs as well.)
OK. Thanks. By the way these vectors are greatGeorge wrote:I can confirm after a group of tests that ECS houses do not appear before 1930-th. Has to be fixed.viktoria.s wrote:Here is the savegame. (I have used other newgrfs as well.)
Code: Select all
local rad = AIStation.GetCoverageRadius(AIStation.STATION_TRAIN);
// ...
tilelist = AITileList_IndustryAccepting(dst, rad);
foreach (mytile, dummy in tilelist) {
AISign.BuildSign(mytile, AICargo.GetCargoLabel(crg));
}
Code: Select all
tilelist = AITileList_IndustryAccepting(dst, rad);
tilelist.Valuate(AITile.GetCargoAcceptance(crg, 1, 1, rad));
tilelist.RemoveBelowValue(8);
Glass is accepted by the main building (in the centre)Brumi wrote:Now I testing my AI with the ECS vectors and some other NewGRFs (Industrial Stations Renewal 0.8.0, ECS & FIRS original vehicle set). Sometimes the AI places a rail station where the cargo is not accepted, so I made my AI place debug signs on tiles where the given cargo is accepted by the industry:
The signs appear to be wrongly placed: What is the problem here?
I've never seen this using the default industries.
In ECS version 1.1 conditions for increasing production was changed. Check news on 12 March and wiki about Oil rig. You need to achieve 75% transportation level to go over 12-13%. Try to build statue in the nearby town for example...TG PuRe Killer wrote:I cannot get the oil rig to go over 12%.
Thanks for your help.Kraks wrote:In ECS version 1.1 conditions for increasing production was changed. Check news on 12 March and wiki about Oil rig. You need to achieve 75% transportation level to go over 12-13%. Try to build statue in the nearby town for example...TG PuRe Killer wrote:I cannot get the oil rig to go over 12%.
Users browsing this forum: No registered users and 5 guests