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Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 06 Nov 2007 23:37
by wallyweb
George, sorry for the delay in working on the wiki. I haven't been well lately.

My doctor says I should stop eating newspapers and stop reading salads.
I'll be getting back to working on the wiki soon.

Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 08 Nov 2007 09:27
by George
wallyweb wrote:George, sorry for the delay in working on the wiki. I haven't been well lately.

My doctor says I should stop eating newspapers and stop reading salads.
I'll be getting back to working on the wiki soon.

Sorry about a silly question, but when do you plan to fix all the ECS pages, that are currently on the wiki?
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 08 Nov 2007 12:35
by TestAccount
michael blunck wrote:Putting in all those new cargo graphics would have meant to include half of the next DBXL version.

Hmm, i wonder how much work there is still to be done, cause if it will take some more time. Maybe u could do a quick fix on newcargo to support ECS as far as possible and just provide the graphics of newcargo to ECS.
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 08 Nov 2007 13:08
by wallyweb
George wrote:Sorry about a silly question, but when do you plan to fix all the ECS pages, that are currently on the wiki?
I should be back on it by tomorrow afternoon ... I hope it is sooner.

Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 14 Nov 2007 22:26
by MJS
If I get always the same hotel instead of different tourist destinations, that's regular behaviour, isn't it? I also get "(undefined string)" instead of the Wood Products and something I haven't been able to pinpoint yet. Might that have to do with the order of my grfs? I've loaded all George-ECS-grfs of 10/11/07.
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 15 Nov 2007 03:57
by George
MJS wrote:If I get always the same hotel instead of different tourist destinations, that's regular behaviour, isn't it?
Every industry should be represented only once on the map (Casino resort once per direction). It should be fixed in the latest nighties. Report a bug if it work different way.
Map generator currently is not able to build some tourist industries (more coding is required)
MJS wrote:I also get "(undefined string)" instead of the Wood Products
Provide a screen shot please
MJS wrote:and something I haven't been able to pinpoint yet.
Sorry? Can you describe it more detailed form?
MJS wrote:Might that have to do with the order of my grfs? I've loaded all George-ECS-grfs of 10/11/07.
You can have any order except town vector should be the first one.
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 15 Nov 2007 09:54
by MJS
I'm not playing with the latest nightly, but with r11355 and the ChrisIN, so might that be the problem?
Here's a sceenshot showing the many tourist centers I got. It also lists my grfs.

- Venezia Transport, 20th May 1929.png (253.36 KiB) Viewed 1462 times
And these are my two types of (undefined string).

- Venezia Transport, 24th May 1929.png (210.02 KiB) Viewed 1453 times
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 15 Nov 2007 10:04
by Rubidium
MJS wrote:I'm not playing with the latest nightly, but with r11355 and the ChrisIN, so might that be the problem?
As NewIndustries is fairly new, a lot of commits done recently are fixes for NewIndustries, which (pretty) likely have fixed your problem already.
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 15 Nov 2007 10:18
by MJS
Ah, sorry! I mean - that's actually very good news

.
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 18 Nov 2007 21:48
by wallyweb
BOO!
SURPRISE!
Hi George, I'm baaaaaaaaaack!
Bookmark this post. I will post the pages that I have edited here:
Town vector
Oct. xx -
Neu Schwanstein Castle
Oct. xx -
Goodrich Castle
Oct. xx -
Watch Tower
Oct. xx -
Palenque
Oct. xx -
Casino resort
Oct. xx -
Japanese Castle
Nov. 18 -
Factory
Basic vector -
Basic vector for Arctic -
Basic vector for Tropic
Chemical vector
Machinery vector -
Machinery vector for Tropic
Dec. 19 -
Iron Ore Mine
Nov. 18 -
Vehicles Factory
Wood vector
Nov. 18 -
Forests
Nov. 19 -
Sawmill
Nov. 20 -
Furniture Factory
Nov. 20 -
Paper Mill
Nov. 20 -
Printing Works
Construction vector -
Construction vector by Pikkabird
Agricultural vector
Be sure to check them as I go along to make sure my work is ok.

Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 18 Nov 2007 22:51
by goalie
Stockpile size
The cargo acceptance is limited by storage cvapacity. If the store is in overflow, the industry stops accepting cargo until the storage is down to half full. Then the industry starts to accept cargo again.
Level Steel Steel (50%) Glass Glass (50%) Wood products Wood products (50%)
Very low 840 630 2689 2017 1345 1008
Low 1201 900 3842 2881 1921 1441
Normal 1715 1286 5488 4116 2744 2058
High 2450 1838 7840 5880 3920 2940
Very high 3500 2625 11200 8400 5600 4200
Ultimate 5000 3750 16000 12000 8000 6000
http://wiki.ttdpatch.net/tiki-index.php ... SMVFactory
@ wally
there seems to be a mistake
the numbers in the accept cargo again part are not 50% of generell acceptants they are 66,666% of it what is wrong the 50 % or the numbers?
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 18 Nov 2007 23:21
by wallyweb
goalie wrote:there seems to be a mistake
the numbers in the accept cargo again part are not 50% of generell acceptants they are 66,666% of it what is wrong the 50 % or the numbers?
Hi goalie,
I'm just editing the syntax for George. The numbers are his. I'm sure he'll notice your post and be able to respond to you.

Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 19 Nov 2007 06:23
by George
goalie wrote:the numbers in the accept cargo again part are not 50% of generell acceptants they are 66,666% of it what is wrong the 50 % or the numbers?
75%. Fixed
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 22 Nov 2007 08:11
by George
ECS Machinery vector upgraded. Please rebuild all your steel mills.

Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 23 Nov 2007 02:12
by athanasios
Rebuilding and running out of money!
Thanks a lot.

Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 23 Nov 2007 05:27
by George
athanasios wrote:Rebuilding and running out of money!
Thanks a lot.

I suppose you saw the problem with graphics, so you understand the reason for rebuild

Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 23 Nov 2007 13:20
by blitzkrieg
George wrote:athanasios wrote:Rebuilding and running out of money!
Thanks a lot.

I suppose you saw the problem with graphics, so you understand the reason for rebuild

Well its worth the money!!! Great graphics George!!!!

Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 23 Nov 2007 19:33
by George
I'd like to pick up discussion about fund new industry window.
What should industry report there? Currently it reports max production and production change conditions. Because they are more and more complicated recently, I think to change the text to location/positioning conditions. Player can read it all on wiki now, so I'm in doubt. What do you think?
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 23 Nov 2007 20:47
by wallyweb
George wrote:I'd like to pick up discussion about fund new industry window.
What should industry report there? Currently it reports max production and production change conditions. Because they are more and more complicated recently, I think to change the text to location/positioning conditions. Player can read it all on wiki now, so I'm in doubt. What do you think?
I agree that the player can read it all on the wiki.
The most important information is:
1. Accepts:
2. Produces:
3. Cost:
4. Must have [item(s)] to produce.
(e.g. for Brewery: Must have glass and cereals and/or fruit.)
(e.g. for Cannery: Must have Livestock and/or fish. Steel increases production.)
5. Build [# tiles from town] [in town zone#] [# tiles from water] [# tiles from forest] etc. ...
Your positioning conditions can be quite complicated sometimes so you should keep the descriptions as short and simple as possible.
Re: ECS implementation by George: ECS vectors. Beta 3 08/10/2007
Posted: 23 Nov 2007 21:24
by George
wallyweb wrote:George wrote:I'd like to pick up discussion about fund new industry window.
What should industry report there? Currently it reports max production and production change conditions. Because they are more and more complicated recently, I think to change the text to location/positioning conditions. Player can read it all on wiki now, so I'm in doubt. What do you think?
I agree that the player can read it all on the wiki.
The most important information is:
1. Accepts:
2. Produces:
3. Cost:
This data is represented by default
wallyweb wrote:4. Must have [item(s)] to produce.
(e.g. for Brewery: Must have glass and cereals and/or fruit.)
(e.g. for Cannery: Must have Livestock and/or fish. Steel increases production.)
5. Build [# tiles from town] [in town zone#] [# tiles from water] [# tiles from forest] etc. ...
Your positioning conditions can be quite complicated sometimes so you should keep the descriptions as short and simple as possible.
May be you should create an example?
For
http://wiki.ttdpatch.net/tiki-index.php ... TownVector or some other vector?