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Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 08 Apr 2011 19:45
by Axlrose
Hiya all!

George (or others) - a few questions about the ECS set that I can not find answers nor figure out myself.

How do you set up the general behavior change parameters? I have a custom game and want the industries to not close due to not receiving enough goods. According to the Wiki page, it is bit 3 (value 8). So I edited my newgrfw file and added 8 after the ECSTownw.grf, but that did not work. Then I added 8 to every grf file for the set, but that did not work. Then I tried spacing with 0 as 0 0 0 8 and that did not work. So how and where do these parameters get set?

Can the parameters be used to stop an industry already in the process of closing down or does it need to be set before it starts?

My game began with no raw industries available from the start. Yet the game will continue to create finished industries (canneries, oil refineries, etc.) yet very little to no raw industries, save for two farms that short of getting fish (that just appeared recently) are doomed to close down. So is there any parameters or fixes to pick an industry, especially the raw materials, instead of repeating current industries already on the map? Without the raw industries of oil and wood to supply the current industries to get enough money to sponsor a factory to convert the iron ore that appears without the steel mill to process it, my game is going in square circles! :roll:

Thanks for any help!

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 08 Apr 2011 20:28
by michael blunck
George wrote:I never saw 2 castles nearby :lol:
Look here:

Image

8)

regards
Michael

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 08 Apr 2011 20:32
by SAC
:mrgreen:

Explain yourself George... :tongue:

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 03:49
by George
as wrote:Wiki says that vehicles have oversized cargo class, but as far as I can tell ECS vectors 1.1 (14 March 2011) do not agree. Which one is correct?
Wiki is correct. Should be fixed in ECS

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 03:54
by George
michael blunck wrote:
George wrote:I never saw 2 castles nearby :lol:
Look here:
What's this? It does not look like a Castle at this scale.

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 05:17
by michael blunck
George wrote:
michael blunck wrote:
George wrote:I never saw 2 castles nearby :lol:
Look here:
What's this? It does not look like a Castle at this scale.
http://ru.wikipedia.org/wiki/Враждебные_братья

regards
Michael

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 05:41
by planetmaker
In order to emphasize michaels point, two further examples:

http://upload.wikimedia.org/wikipedia/c ... norama.JPG linked from http://de.wikipedia.org/wiki/Drei_Gleichen where the two closer ones make for a lovely hike on Sunday afternoons.

And as 2nd example http://en.wikipedia.org/wiki/Die_Gleichen

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 07:17
by SAC
Added new examples for an alternative farm, (lesser and different structures), and an alternative livestock farm, (also lesser and different structures)... :)) Figured the current ones consists of too many structures based on the amount of limited space...

Images available in; SAC's Album. Images titled; "Ex. Farm" and "Ex. Livestock"...

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 08:32
by michael blunck
planetmaker wrote: In order to emphasize michaels point, two further examples: [...]
Well, "double castles" or even ensembles of more than two castles were quite common in Middle Europe. E.g., in Germany Burg Thurant, two separated castles with a common outer wall, or Hohenfels. Or the Brandenburg, another classical "double castle". And the castles of Manderscheid are another nice example of two totally separated castles very close together. Etc., pp.

Not to be forgotten Burg Eltz which is even more closely integrated, from 3 "sub-castles".

In fact, there were all possible types of castles, not only in Europe but also in the Near East or India, including double or triple castles.

regards
Michael

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 11:40
by Hyronymus
SAC wrote:Added new examples for an alternative farm, (lesser and different structures), and an alternative livestock farm, (also lesser and different structures)... :)) Figured the current ones consists of too many structures based on the amount of limited space...

Images available in; SAC's Album. Images titled; "Ex. Farm" and "Ex. Livestock"...
SAC, you are linking to a photobucket account that requires people to register in order to see the content.

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 11:55
by romazoon
i rather think they need a password than an account, but i may be wrong...

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 12:26
by SAC
Hyronymus wrote: SAC, you are linking to a photobucket account that requires people to register in order to see the content.
Yes, but it's not a requirement to register! Only - as "romazoon" points out - a requirement to apply a password.

Due to circumstances that arised as a result of previously posted screens, I've decided to post new and upcoming screens in this special password protected album instead, resulting in a limited viewer access, (since it is a PhotoBucket account, and I have no intention investing in a premium account). This will only apply to screens/images showcasing my TTDP Testmap, where I have loads of different graphics, my own and other artists, in various combinations. Unfortunately, since a .grf reference isn't sufficient enough, this is the only available solution at this point, but my own artwork will of course be posted in a normal manor.

I'll send you a pm incl. password! :))

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 15:58
by George
michael blunck wrote:
George wrote:What's this? It does not look like a Castle at this scale.
http://ru.wikipedia.org/wiki/Враждебные_братья
Formally they are two, but from the text I can see that it is 2 parts of one castle, just both were named.

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 16:07
by George
michael blunck wrote:
planetmaker wrote: In order to emphasize michaels point, two further examples: [...]
Well, "double castles" or even ensembles of more than two castles were quite common in Middle Europe. E.g., in Germany Burg Thurant, two separated castles with a common outer wall, or Hohenfels. Or the Brandenburg, another classical "double castle". And the castles of Manderscheid are another nice example of two totally separated castles very close together. Etc., pp.
Not to be forgotten Burg Eltz which is even more closely integrated, from 3 "sub-castles".
What I can see from your links is that these "Castles" are in most cases are parts of the one fortification work, so from the ECS Town vector POV they are a singe centre 8)

Anyway, I do not plan to allow existing tourists centres to be build side by side

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 09 Apr 2011 16:15
by George
SAC wrote:Added new examples for an alternative farm, (lesser and different structures), and an alternative livestock farm, (also lesser and different structures)... :)) Figured the current ones consists of too many structures based on the amount of limited space...
Unfortunately I can't do anything with a screen shot. Could you please send me sprites instead of screen shots?

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 10 Apr 2011 16:55
by Hyronymus
In case someone wonders why the topic misses 1 page now: by request of George I split off a bit more 'off topicness'. It may now look like parts are missing or people double posted (where in some cases they actually did).

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 10 Apr 2011 17:08
by George
Axlrose wrote:How do you set up the general behavior change parameters? I have a custom game and want the industries to not close due to not receiving enough goods.
Add 16 to GBCP. But they would not appear too
Axlrose wrote:According to the Wiki page, it is bit 3 (value 8). So I edited my newgrfw file and added 8 after the ECSTownw.grf, but that did not work. Then I added 8 to every grf file for the set, but that did not work. Then I tried spacing with 0 as 0 0 0 8 and that did not work. So how and where do these parameters get set?
Parameters are ignored on hard game difficulty settings
Axlrose wrote:Can the parameters be used to stop an industry already in the process of closing down or does it need to be set before it starts?
If you have any service and it is at least 2 months before closure - it would stop closure in case value 8 and it would stop even without service in case value 16.

Re: ECS vectors v1.1 (by George) 14/03/2011

Posted: 01 May 2011 17:44
by SAC
Just sort of stepped into a minor issue... Is there a way to rename fishing grounds and oil rigs? Tried it both in game and in SE, but to no avail... I seem to recall it had to be done in a certain way even when playing vanilla... ?(

Re: ECS vectors v1.1.1 (by George) 18/05/2011

Posted: 17 May 2011 22:04
by George
Added German translation (by Michael Blunck) for parameters menu.
Also some minor fixes

Re: ECS vectors v1.1.1 (by George) 18/05/2011

Posted: 13 Jun 2011 19:31
by Brumi
Hi George,

I'd like to translate the ECS vectors into Hungarian. All I have to do is to edit the wiki pages containing the translations? And if so, should I edit the new tt-wiki or the old one?

And another one: You use the built-in strings for the food processing plant. Is it possible to provide an alternative translation to that, instead of the built-in one? I would like to do that because it is 'Konzervgyár' in the Hungarian version, which is completely OK, but the tinning factory should definitely be 'Konzervgyár' as well. And I'd rather change the translation of the food processing plant in the ECS vectors.