These bugs would be fixed with the next version.Brumi wrote:I found two errors in my translation:
In the agricultural vector, the string code for the plural form of fibre crops was incorrect somehow.
In the town vector, I forgot to translate a little part of the tourist centre's industry window text.
Both are corrected on the wiki.
It's nice to see the ECS vectors in Hungarian, thanks again
ECS vectors v1.1.2 (by George) 19/06/2011
Moderator: Graphics Moderators
- George
- Tycoon
- Posts: 4364
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Another question -
I upgraded my version of the North American road set to see the bus stations will accept Tourists. I then placed a station in a town and a station next to a Tourist Center. I created a route similar to Passengers between stations and used a modified bus for Tourists instead of Passengers. The bus will pick up Tourists from town, but when it reaches the Tourist Center, it does not "drop off" but turns around and leaves with a full busload. Yet the bus station states it accepts Tourists. I tried the unload option and the Tourists just sit in the bus station and never taken by the Tourist Center.
The only minor difference I see is the bus station has Tourists capitalized while the Tourist Center has tourists in small case.
Thanks for any help, and I do apologize if this has been answered elsewhere.
I upgraded my version of the North American road set to see the bus stations will accept Tourists. I then placed a station in a town and a station next to a Tourist Center. I created a route similar to Passengers between stations and used a modified bus for Tourists instead of Passengers. The bus will pick up Tourists from town, but when it reaches the Tourist Center, it does not "drop off" but turns around and leaves with a full busload. Yet the bus station states it accepts Tourists. I tried the unload option and the Tourists just sit in the bus station and never taken by the Tourist Center.
The only minor difference I see is the bus station has Tourists capitalized while the Tourist Center has tourists in small case.
Thanks for any help, and I do apologize if this has been answered elsewhere.
- George
- Tycoon
- Posts: 4364
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
Re: ECS vectors v1.1.2 (by George) 19/06/2011
A savegame would help to understandAxlrose wrote:Another question -
I upgraded my version of the North American road set to see the bus stations will accept Tourists. I then placed a station in a town and a station next to a Tourist Center. I created a route similar to Passengers between stations and used a modified bus for Tourists instead of Passengers. The bus will pick up Tourists from town, but when it reaches the Tourist Center, it does not "drop off" but turns around and leaves with a full busload. Yet the bus station states it accepts Tourists. I tried the unload option and the Tourists just sit in the bus station and never taken by the Tourist Center.
The only minor difference I see is the bus station has Tourists capitalized while the Tourist Center has tourists in small case.
Thanks for any help, and I do apologize if this has been answered elsewhere.

Re: ECS vectors v1.1.2 (by George) 19/06/2011
Oops, yes, a saved game would be helpful.
Here is a copy of my current game that I cheated money to set up the buses and stations. There should be two buses from two different towns heading to the Tourist Center with a full load of Tourists. Since it has been a while since I posted here, I added both the newgrfw.cfg and the ttdpatch.cfg files (not sure if you need those too or not.)
Any other information or file request, then please just ask.
Thanks again.

Here is a copy of my current game that I cheated money to set up the buses and stations. There should be two buses from two different towns heading to the Tourist Center with a full load of Tourists. Since it has been a while since I posted here, I added both the newgrfw.cfg and the ttdpatch.cfg files (not sure if you need those too or not.)
Any other information or file request, then please just ask.
Thanks again.
- Attachments
-
- TRT41.SV1
- (294.76 KiB) Downloaded 104 times
-
- newgrfw.cfg
- (654 Bytes) Downloaded 117 times
-
- ttdpatch.cfg
- (2.32 KiB) Downloaded 121 times
- George
- Tycoon
- Posts: 4364
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Sorry, your game can't be loaded under OTTD r22637 causing the following error As you could see at http://george.zernebok.net/newgrf/downloads.htmlAxlrose wrote:Oops, yes, a saved game would be helpful.![]()
Here is a copy of my current game that I cheated money to set up the buses and stations. There should be two buses from two different towns heading to the Tourist Center with a full load of Tourists. Since it has been a while since I posted here, I added both the newgrfw.cfg and the ttdpatch.cfg files (not sure if you need those too or not.)
Any other information or file request, then please just ask.
Thanks again.
I do not have any time nor wish to make testing under TTDP, because I do not use it any more. If someone can tell me, what changes should be done in the NFO to make the GRFs work better under TTDP, I can do these changes. But I will not do any research myself.DOS versions and TTDPatch support were never tested.
Sorry, and hope for understanding.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Oh, not a problem - just something I noticed and thought might be investigated.
Doing a bit of research, I noticed that between stations, the Tourists will board and depart without issue. Only when they are asked to depart from any industry is when the Tourists stay on board. I have yet to try with an industry like the Plantation that creates Tourists if another product is given to the Plantation.
Thanks for your help!
Doing a bit of research, I noticed that between stations, the Tourists will board and depart without issue. Only when they are asked to depart from any industry is when the Tourists stay on board. I have yet to try with an industry like the Plantation that creates Tourists if another product is given to the Plantation.
Thanks for your help!
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Hello George.
Hopefully this is the right topic to ask this question...
Just recently, I have noticed something strange with the ECS Vectors. Somehow, before, I was able to maintain an coal mine onto its maximum limits [100% - Ultimate] of production... Now, I just reach, at top, 13%...
Is that an ECS vector problem or is that how its now progammed to work? If its not a problem, how can I raise even more the industry's production level?
Also, cheers with the vectors, pretty awesome work you have made.
Hopefully this is the right topic to ask this question...
Just recently, I have noticed something strange with the ECS Vectors. Somehow, before, I was able to maintain an coal mine onto its maximum limits [100% - Ultimate] of production... Now, I just reach, at top, 13%...

Is that an ECS vector problem or is that how its now progammed to work? If its not a problem, how can I raise even more the industry's production level?
Also, cheers with the vectors, pretty awesome work you have made.

Re: ECS vectors v1.1.2 (by George) 19/06/2011
In ECS version 1.1 conditions for increasing production was changed. Check news on 12 March and wiki about Coal mine.cp1900 wrote:Now, I just reach, at top, 13%...
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Thanks for the reply Kraks! 
So, how could I keep the mine raising levels if I have a huge coal terminal train station where I have at least 8 trains loading at once...? The mine's level does not raise and the station has a rating of 70% > up.
Here goes a screenshot...

Also, what happened to the Construction Vector?

So, how could I keep the mine raising levels if I have a huge coal terminal train station where I have at least 8 trains loading at once...? The mine's level does not raise and the station has a rating of 70% > up.

Here goes a screenshot...
Also, what happened to the Construction Vector?
Re: ECS vectors v1.1.2 (by George) 19/06/2011
you should try building a statue in the city... this increase the ratings by 10% i think
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Well, I've also tried on making "ads campaign" and it works on that station, a least... managed to take the coal mine to 72% - Very High production.
Though I have that problem I was having on some industries in the middle of nowhere. My problem is that my station ratings have stuck to 67% and 69%, which it doesn't make the industry grow its production at all.
And building the statues or making the campaigns isn't a solution there... So what it would be the solution?


- George
- Tycoon
- Posts: 4364
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
Re: ECS vectors v1.1.2 (by George) 19/06/2011
EVERY industry belongs to the town, regardless how far the town is. The name of the town is the part of the name of the industry.cp1900 wrote:Well, I've also tried on making "ads campaign" and it works on that station, a least... managed to take the coal mine to 72% - Very High production.Though I have that problem I was having on some industries in the middle of nowhere. My problem is that my station ratings have stuck to 67% and 69%, which it doesn't make the industry grow its production at all.
And building the statues or making the campaigns isn't a solution there... So what it would be the solution?
Re: ECS vectors v1.1.2 (by George) 19/06/2011
hmm i always thought that the original station "city name" matter in that case, so are you sure George?George wrote:EVERY industry belongs to the town, regardless how far the town is. The name of the town is the part of the name of the industry.
exemple: i build a station next to Town1's Factory... but the station get a name like Town 2 Woods(cause town 2 ain t so far too), then the statue should be build in town 2 to have an effect on the ratings(or adds if it works)
and the add campaigns effectively don t work when it s too far away from city center.... but the statue works no matter how far it is.(exception is with oil rigs that belong to no company)
- George
- Tycoon
- Posts: 4364
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
Re: ECS vectors v1.1.2 (by George) 19/06/2011
1) Correctromazoon wrote:hmm i always thought that the original station "city name" matter in that case, so are you sure George?George wrote:EVERY industry belongs to the town, regardless how far the town is. The name of the town is the part of the name of the industry.
and the add campaigns effectively don t work when it s too far away from city center.... but the statue works no matter how far it is.(exception is with oil rigs that belong to no company)
2) Oil rigs also belongs to some town.
Re: ECS vectors v1.1.2 (by George) 19/06/2011
of course they does... i just meaned the Oil Rig "Station" belong to no one... and as far as i can remember the ratings there are not affected by any statues or adds... cause the effect apply only to station from the company doing it... but this is a shared station that no one owns...George wrote:2) Oil rigs also belongs to some town.
-
- Engineer
- Posts: 18
- Joined: 15 Jul 2011 10:56
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Interesting problem with scenarios:
There is no oil refinery, but if start scenario creating without ecs, place standart refinery, then add ECS (still being in scenario redactor), refinery appears
There is no oil refinery, but if start scenario creating without ecs, place standart refinery, then add ECS (still being in scenario redactor), refinery appears
Re: ECS vectors v1.1.2 (by George) 19/06/2011
it is called 'changing newgrfs in-game', and it should never be done, including in scenario editors. Scenario editing is much like playing normal games, especially for NewGRFs that you actually use in the editor, such as industry newgrfs.
- George
- Tycoon
- Posts: 4364
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Can't reproduce. Provide a scenario please.ForLostContent wrote:Interesting problem with scenarios: There is no oil refinery
-
- Engineer
- Posts: 18
- Joined: 15 Jul 2011 10:56
Re: ECS vectors v1.1.2 (by George) 19/06/2011
Seems, it's problem of order, but appears only in scicenaries:
ECSTown.grf = 0 0 0 0 0
ECSBas2.grf = 0
ECSAgri.grf = 0
ECSHouse.grf = 0
ECSMach.grf = 0
ECSWood.grf = 0
ECSChem2.grf = 0
ECSTown.grf = 0 0 0 0 0
ECSBas2.grf = 0
ECSAgri.grf = 0
ECSHouse.grf = 0
ECSMach.grf = 0
ECSWood.grf = 0
ECSChem2.grf = 0
- George
- Tycoon
- Posts: 4364
- Joined: 16 Apr 2003 16:09
- Skype: george-vb
- Location: Varna, Bulgaria
- Contact:
Re: ECS vectors v1.1.2 (by George) 19/06/2011
config does not help. Please provide the scenarioForLostContent wrote:Seems, it's problem of order, but appears only in scicenaries:
ECSTown.grf = 0 0 0 0 0
ECSBas2.grf = 0
ECSAgri.grf = 0
ECSHouse.grf = 0
ECSMach.grf = 0
ECSWood.grf = 0
ECSChem2.grf = 0
Who is online
Users browsing this forum: Google [Bot] and 8 guests