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Posted: 30 Sep 2005 11:54
by George
Purno wrote:
George wrote:
r0b0t_b0y2003 wrote:here is a screenie
one station accepts 6/8 of gas. You need at least two near your station to make it accept Gas/Petrol
Why?
and why do you need 1200 inhabitants to build banks? It is designed that way.

Posted: 01 Oct 2005 02:14
by wallyweb
George, when are you going to move tourists over to class0 so that they can go to bus stations and be treated like people instead of to truck stations and treated like livestock? :)

Posted: 01 Oct 2005 05:20
by George
wallyweb wrote:George, when are you going to move tourists over to class0 so that they can go to bus stations and be treated like people instead of to truck stations and treated like livestock? :)
If you are interested in ECS, post me and I'll provede you a development link. (All the cargos are coded with classes in ECS)

Posted: 01 Oct 2005 11:13
by wallyweb
George wrote:
wallyweb wrote:George, when are you going to move tourists over to class0 so that they can go to bus stations and be treated like people instead of to truck stations and treated like livestock? :)
If you are interested in ECS, post me and I'll provede you a development link. (All the cargos are coded with classes in ECS)
What I am able to find with reference to cargo classes are this and this
from the wiki.
If you have more information elsewhere so that I might better understand the issue, I would definitely like to look at it.

Posted: 01 Oct 2005 17:28
by DaleStan
This is the other half of the cargo-class information.

Posted: 01 Oct 2005 19:37
by wallyweb
DaleStan wrote:This is the other half of the cargo-class information.
Thanks DaleStan, much appreciated. :)
I'm familiar with that page as it is referenced from both the pages I linked to. Indeed, it is referenced from all 4 transportation action 0 pages.
George's answer to my original question was an offer of ECS information and I'd very much like to know about what he was offering and how that would determine the rational for tourist busses going to truck stations instead of bus stations. As best as I can determine, Action 0 allows for tourists (or anything else for that matter) to be classed under property 0 which would cause their conveyance to be serviced by the same stations as are passengers, i.e. bus stations.
We have the why tourists should be handled by bus stations ... its more logical and realistic.
So the original question remains, why not make the change?

On a related note here Michael Blunck suggests that his passenger liner in his ship set can have tourists added as an optional cargo refit by modifying NewCargosPetrolTouristsw.grf. Again, this would be realistic and make very logical sense as cruise ships play an exceedingly important role in the tourist industry. The nice part about this is that the ship already exists in the game.

I'm on a role here, so a third note and question ... why "Toy Store"? Wouldn't "Tourist Agency" make better sense? Requiring passengers, mail and valuables to generate tourist sounds almost reasonable. Just the name is illogical.

On a positive note ... the tourist concept is great and the hotels and statues are very well done. :D

Excessive Demolition Costs

Posted: 13 Oct 2005 00:38
by wallyweb
Not a Double Post - This appears to be a newly discovered problem

Excessive Demolition Costs.

When I wanted to demolish a sawmill I was shocked to find that it would cost $204,800,000 which even under the most difficult settings and after the maximum number of years would be excessive and I was only at January 1, 1921.

So I did some research and troubleshooting and reached the stage where one turns off all grf files and then turns them on one at a time.

With all grf files off, the demolition cost is a normal $3,200,000. (LandInfo_1)
With New Cargos Tourists & Petrol on, the demolition cost soared to $204,800,000. (LandInfo_2).

I have attached a zip file with a savegame and the two required cfg files.

Re: Excessive Demolition Costs

Posted: 13 Oct 2005 07:22
by George
wallyweb wrote:Not a Double Post - This appears to be a newly discovered problem
It is the feature. I wanted to increase the buildings removal cost. Unfortunately, it affects industries too. It is in the to-do list to fix it

Posted: 13 Oct 2005 08:33
by SHADOW-XIII
oh that's great but I would like to have that demolish cost increase in sepearate GRF

Re: Excessive Demolition Costs

Posted: 13 Oct 2005 10:40
by wallyweb
George wrote:It is the feature. I wanted to increase the buildings removal cost. Unfortunately, it affects industries too. It is in the to-do list to fix it
For quite a while I was noticing that it cost more to demolish town buildings.
I use TTRS2 extensively and until now I thought it was something that Zimmlock and his team had done.
I believe I may even have posted to Zimmlock's thread about this. If I did, I appologize Zimmlock. It was not your fault after all.
I did not know that New Cargos Tourists & Petrol was affecting other grf's in this manner.
I assumed that because of its name, New Cargos Tourists & Petrol, it was merely adding two new industries to the game.

George, are there any other effects that we may not know about that might be affecting other grf's and/or the game beyond simply adding a couple of new industries?

I need to know this in case I have blamed somebody else for a problem they did not create.

Posted: 13 Oct 2005 10:57
by Hyronymus
I think this shows the difficulty with creating grf's that change too much at once. I think that if you want to increase demolision costs i.e. you shouldn't add that to a cargo graphic grf. If you decide to include it though, and that's the right of grf-makers, you should at least document it.

Posted: 13 Oct 2005 11:00
by wallyweb
Hyronymus wrote:If you decide to include it though, and that's the right of grf-makers, you should at least document it.
Except when it affects the game play intended by other grf makers :-(

Posted: 13 Oct 2005 11:15
by Hyronymus
Point taken. Documenting it isn't enough if it effects other sets too.

Posted: 13 Oct 2005 12:01
by WWTBAM
we could have a mini set of things that affect other grfs

Posted: 13 Oct 2005 12:13
by Hyronymus
Yes, true. In that case you would be in complete control of what changes to allow.

Posted: 06 Nov 2005 09:12
by Wile E. Coyote
Problems with alpha66 and new cargos: patch don't recognize it: instead of cargo name, there is "GRF not found"? It works OK with previous patch versions.

Posted: 01 Mar 2006 18:58
by MJS
Now that the new cargoes are in the wonderful but still rather experimental ECS, but Zimmlock's superb TTRS3 already uses Tourists and Petrol, is there any chance you could still provide us with the old Tourists & Petrol grf, George? Just to use until ECS is ready, and most train- and vehicle sets have accomodated all changes?

It's just that I really like to use MB's Arctic + his DB-set + TTRS3 + your LV4, and TTRS3 causes all these 'grf not found's as long as there's tourists nor petrol available :(

Posted: 02 Mar 2006 04:45
by George
MJS wrote:Now that the new cargoes are in the wonderful but still rather experimental ECS, but Zimmlock's superb TTRS3 already uses Tourists and Petrol, is there any chance you could still provide us with the old Tourists & Petrol grf, George? Just to use until ECS is ready, and most train- and vehicle sets have accomodated all changes?

It's just that I really like to use MB's Arctic + his DB-set + TTRS3 + your LV4, and TTRS3 causes all these 'grf not found's as long as there's tourists nor petrol available :(
try updated TTRS3 from http://george.zernebok.net/download/dev ... /27022006/ first. Let me know if it does not fix the problem

Posted: 02 Mar 2006 19:14
by MJS
No, it seemed to work at first, but actually petrol stations are reappearing, I think:

Posted: 02 Mar 2006 19:54
by MJS
And it the following bug a TTRS thing too, or is this probably caused by another grf? My bus station was underneath that stadium!