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

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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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

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wallyweb
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Post by wallyweb »

jacke wrote:Very nice work! :shock:
Though I can't manage to get the castle working. Am I missing something? It should appear in the "fund new insdustry" window, right?

I'm using (nightly) ttdpatch r1486
That tourist center is the castle.
It is very difficult if not near impossible to prospect for it.
I have to go to the scenario editor to get it.

Suggestion for George: Prospecting is ok for resources, but industries such as this should be placeable by the player, especially in view of the special ground tile preparation that is required.

By the way George, all three of your ground preparations work.
And here are two more that I thought you might find interesting:
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Castle at moat's water level
Castle at moat's water level
castle_build_2.png (47.99 KiB) Viewed 6591 times
Castle with moat
Castle with moat
castle_build_1.png (55.42 KiB) Viewed 6591 times
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George
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Post by George »

jacke wrote:Very nice work! :shock:
Though I can't manage to get the castle working. Am I missing something? It should appear in the "fund new insdustry" window, right?
I'm using (nightly) ttdpatch r1486
Castle is one of tourists centres.
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George
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Post by George »

wallyweb wrote:It is very difficult if not near impossible to prospect for it.
I have to go to the scenario editor to get it.
Suggestion for George: Prospecting is ok for resources, but industries such as this should be placeable by the player, especially in view of the special ground tile preparation that is required.
a problem - there are several industries of the type and you can't select, which one to build
wallyweb wrote:By the way George, all three of your ground preparations work. And here are two more that I thought you might find interesting:
There are much more than three. As I wrote, all the middle tiles (red) can be located anyway they want. only green tiles are important.
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goalie
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Post by goalie »

i can not build it i get an error

edit i am no able to convert the file to png
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SCC2.PCX
(1.35 MiB) Downloaded 275 times
Last edited by goalie on 14 Apr 2007 17:49, edited 1 time in total.
DaleStan
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Post by DaleStan »

Try reposting that image. And this time, post a PNG, not a JPG.
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michael blunck
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Post by michael blunck »

goalie wrote:[...]edit i am no able to convert the file to png
Irfanview lives here.

regards
Michael
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Post by goalie »

DaleStan wrote:Try reposting that image. And this time, post a PNG, not a JPG.
here it is
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SCC2.png
(44.72 KiB) Downloaded 259 times
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wallyweb
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Post by wallyweb »

goalie wrote:i can not build it i get an error

edit i am no able to convert the file to png
I can't read German but now that I can see your image properly I beleive it refers to something about building on slopes.

Place the cursor of the build tool on one of the back slopes.
You may also need to fill in the trench first. You can always dig it out after the castle is built.
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Post by goalie »

thanks now it works
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Louie Armstrong
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Post by Louie Armstrong »

Sorry about the OT but michael just wanted to say thanks for pointing me in the direction of infranview ive been trying to remember the name of it since i reformatted my pc, you are a godsend

now back on topic.
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George
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Post by George »

goalie wrote:
DaleStan wrote:Try reposting that image. And this time, post a PNG, not a JPG.
here it is
The land is sloped wrong. Front parts should be flat
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George
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Post by George »

I've uploaded new version of ECS town vector. Now Tourist centre has the following behaviour:

It accept tourists and stores them in groups. every group is tourist that were delivered during 2 weeks. When this group of tourists spend 2 months in tourists centre, they are leaving the industry (are produced).
If there are too many tourists, they are stored in the "pool", and the industry stops accepting tourists, while tourists in the pool are used.
If the industry is filled up with tourists (at least 75%) 3 months in the row, the production is increased. If it is not 33% filled - the production goes down.

Let me know if it works as intended or you have some suggestions on changing the behaviour.
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Post by Kunguroth »

George, thank you for this castle, it has much decorate my present game. But in the main "game window" (not scenario editor) it cannot be added, despite specially prepared ground... So, i was have to open savegame in scenario editor, add castle, save scenario, rename scenario file (TRTT.SV0 -> TRTT.SV1), and open it as usual savegame file...
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George
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Post by George »

Kunguroth wrote:George, thank you for this castle, it has much decorate my present game. But in the main "game window" (not scenario editor) it cannot be added, despite specially prepared ground... So, i was have to open savegame in scenario editor, add castle, save scenario, rename scenario file (TRTT.SV0 -> TRTT.SV1), and open it as usual savegame file...
I'll change prop 0B to 4 in next version
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Carlo Ghega
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Post by Carlo Ghega »

Hello!

Got a question about the construction-vector (alpha 1): Have no (normal) construction industry in my random-game and tried to build one. Did not succeed, nor did I in the scenario-editor. TTD let's me know it can only be built in towns, what I very hard try to do, but all I get is the "town-message" again.

Really tried to find out something about the limitations of the (normal) construction industry in the ECS-threads and on the website, but am afraid that I wasn't too prosperus.

What am I doing wrong?

Thanks for your efforts,

best regards,

CG
E pur si muove!
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George
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Post by George »

Carlo Ghega wrote:Got a question about the construction-vector (alpha 1): Have no (normal) construction industry in my random-game and tried to build one. Did not succeed, nor did I in the scenario-editor. TTD let's me know it can only be built in towns, what I very hard try to do, but all I get is the "town-message" again.
Really tried to find out something about the limitations of the (normal) construction industry in the ECS-threads and on the website, but am afraid that I wasn't too prosperus.
What am I doing wrong?
Build them over houses as banks do.
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Carlo Ghega
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Post by Carlo Ghega »

Are there any limitations in the size of the town? Or in the form of the ground where the house(s?) should be?

Sorry, still don't get it.

Best regards,

CG
E pur si muove!
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wallyweb
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Post by wallyweb »

Carlo Ghega wrote:Are there any limitations in the size of the town? Or in the form of the ground where the house(s?) should be?

Sorry, still don't get it.

Best regards,

CG
I did these in the scenario editor.
In a game, find a block of four houses and build as with the third image.
Attachments
Build over the houses
Build over the houses
build_works.png (33.97 KiB) Viewed 5239 times
Ctrl + click with rock tool to build houses
Ctrl + click with rock tool to build houses
make_houses.png (31.65 KiB) Viewed 5242 times
Nice spot but can't build
Nice spot but can't build
build_fails.png (32.5 KiB) Viewed 5244 times
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Carlo Ghega
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Post by Carlo Ghega »

With a help like this, making ends meet get's a pleasure:

Da capo wallywebs highly recommendable brief illustrated guide to building construction industries!

Thank you very much and sorry for taking a bit longer,

best regards

CG
E pur si muove!
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wallyweb
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Post by wallyweb »

Carlo Ghega wrote:With a help like this, making ends meet get's a pleasure:

Da capo wallywebs highly recommendable brief illustrated guide to building construction industries!

Thank you very much and sorry for taking a bit longer,

best regards

CG
Well, I did search for 3000 words but could only find 2999, so I had to settle for the 3 pictures. :wink:

Enjoy your game my friend. :D
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