Page 3 of 5
Posted: 15 Jun 2005 08:55
by Paasky
Vital Rus wrote:Perhaps, it is possible to make an electricity as the goods?
The power station will receive coal and to make an electricity, and without it any other manufacture will not work. All electric locomotives will require an electricity. Thus there is a problem of transportation of an electricity, but can be simple for the beginning supply even one power station with coal that all other manufactures worked.
i.e. to make an electricity one of types of a cargo
No, that's not possible unless you want to make large battery wagons. And even then it could only be transported into other industries/cities.
G-Tank, how about making all only producing industries into unbuildable buildings (like lighthouses, power pylons, castles, etc.) That would free up some industry slots for other industries. The same thing for only taking industries (like power plant).
Posted: 15 Jun 2005 09:24
by Loewe13
err Paasky dont you remember that the industries will be build by me?

))
its possible but the problem will be that you only can have small amounts of cargo when using a city buildung the industries can produce up to 7000 units per month
Posted: 15 Jun 2005 15:47
by G-TANK-G
paasky, it's a great idea, but i'm just insure about it because what if the industry thay isn't buildable will close down. it wont be able to be made again. and i think the limit for the industries is good enuogh for me, so lets not try and 'go round' the limit.
Vital Rus, we could add an electricity cycle but not like your idea, with the electricity engines need the eletricity, but i could try and add batteries on the cargo types and send that out to the towns or factory. but i'll have a little look at it for you.
Posted: 15 Jun 2005 19:02
by Paasky
G-TANK-G wrote:paasky, it's a great idea, but i'm just insure about it because what if the industry thay isn't buildable will close down. it wont be able to be made again. and i think the limit for the industries is good enuogh for me, so lets not try and 'go round' the limit.
Aaw, I think that there aren't enough industries

I usually put the industries can start/shut down off. I could experiment with how much a building can create goods. That would require that all scenarios are hand-made. Btw, I could do that, I've learned how to use the bmp to scenario programs
G-TANK-G wrote:
Vital Rus, we could add an electricity cycle but not like your idea, with the electricity engines need the eletricity, but i could try and add batteries on the cargo types and send that out to the towns or factory. but i'll have a little look at it for you.

Maybe we should make cola fountains & bubble mines too

Posted: 15 Jun 2005 19:42
by G-TANK-G
Paasky wrote:
Aaw, I think that there aren't enough industries

I usually put the industries can start/shut down off. I could experiment with how much a building can create goods. That would require that all scenarios are hand-made. Btw, I could do that, I've learned how to use the bmp to scenario programs

i'll have a little think about and maybe we shall do the whole unbuildable building
um.... let me think about that one
nah, your all right about that one

Posted: 15 Jun 2005 20:36
by Paasky
After experimenting I noticed that the maximum number for numproduce or numaccept is 255. After that they don't work.
The minimum for one building to accept/create is 16.
A number 16 for produce is 1 per month. So the maximum for one building to create is 16 per month.
To accept goods numaccept=16 is enough.
Here is a picture where I ahve let the stations accept for _about_ 1 month. Notice that the ratings have not been 100%, but 80% to 70%. The station name says how much coal it has gotten. Each cottage's numproduce=255. So, to make a good mine you'd need about 10-15 buildings for each station.
Well, it was a good idea. Although now one could create real mining towns, but that would mean doing it by hand.
Posted: 15 Jun 2005 20:40
by Paasky
Also, you should make the Chemical Plant create fertilizers which would be taken to farms to grow the output. And Grain Farms create Grain & stalks (or something) which would be taken to livestock farms to feed the animals. Etc.
Think RL Business.

Posted: 15 Jun 2005 21:36
by chevyrider
With all respect for you all.
I love to hear your plans for new industries, but it is much of the same.
Some industry produces something, no matter what and an other one receives it.
I really am waiting for a long, long transport chain.
The one that was developed for the NL Region or something like that.
In that way you are
forced to employ every industry to get the benefits.
Every, even random scenario, will be hard to play to get all things running.
So imo the first thing to do is to make a flowchart from the first raw materials till the one or two final high tech products that can be delivered to the towns.
If that is ready, you can design and ad the missing industries and wagons for that region.
The above is absolutely no critic, but i hope an encouragement to make something really great.

Posted: 16 Apr 2006 11:46
by G-TANK-G
Hey guys, uhmm.... I'd thought that I'll bring my old topic and get back to work on this region here.
I know that i've asked a few people to help and they agreed to, and i thank you for that. and i wish 'n' hope we could get back to it. if you dont want to no more then thats fine, no problem. (honest, no problem)
Also i know i've said that i'll do things and i haven't (eg. doing that overhead signal, and the western GB senario), but this is a big project for me and i hope it will be for you.
Yes i am going to get back to work on this, and i hope that they guys i asked will do too.... i dont mind if you do or not but i've just got back into lomo and having this region will be really good for me and yourselves.
There's been a lot of releases of new wagons and vehicles, so I want to know which one's i can use, and release in this region. Also, i've seen A LOT of MSTS convertions that people have made that would be great if you can create things from that.
Well, i'm going to end this post to a possative note that i'm back with A LOT of ideas... (i might change the idea of the tech-tree on first post)
see you soon guys
Geoff (G-TANK-G)
edit
i am changing the tech-tree, once i've thought of one, 'cause the one now i think is rubbish, i reckon.
Posted: 18 Apr 2006 15:19
by G-TANK-G
hello, sorry about the double posting (probably get told off for this), but i really need help for my gold mine.
The problem is i cant select it for a scenerio, and the preview picture on the right is messed up, it's probably something to do with the pallete, but i've attached a screenshot of the problem.
It's says on the red box, that it cant find the object file "GGOLD" (which i'm using for the gold), i've already made the file for the gold and its in the object file. So i cant understand with the whole thing.
So if you can help, please help me, so i can proceed with the region.
Posted: 18 Apr 2006 15:48
by Plastikman
G-TANK-G wrote:
It's says on the red box, that it cant find the object file "GGOLD" (which i'm using for the gold), i've already made the file for the gold and its in the object file. So i cant understand with the whole thing.
So if you can help, please help me, so i can proceed with the region.
it is probably just a typo or somthing simple. pm me the the mine dat and the gold dat and i can check it.
Posted: 01 May 2006 12:27
by G-TANK-G
hey guys. thought i'd post what's been going on with this... well after loads of help from plastikman, the gold mine is nearly completed, there's just a small glitch in it, but that will be fixed very soon. however, here's a 'shot of it hope you like the look of it. because next up, gold mint

Posted: 01 May 2006 12:29
by LocArny
Looks good, certainly

Posted: 01 May 2006 13:08
by Plastikman
WHOA!!! look at all that gold on the ground!!! ~dives in!~
I am rich!!!!
Posted: 01 May 2006 13:55
by G-TANK-G

thanks for your comments. the gold was hand made by me on paint shop pro. amazing yes... i agree
however i have decided not to fix the minot glitch, because all i want to do now is make sure i have the industries and the cargo and the wagons. which reminds me, if you want to help me with the wagons its fine by me. but all i'm going to do is code the wagons already on th game, but make them a seperate wagon, so it's easier to either remove off the game or select on the game. anyways, i've started on the gold mint and well, it's like this (see attachment).
it's probably only to do with the codings, so i'll have a look at whats wrong, in the meantime any suggesttions for what is wrong?
Posted: 01 May 2006 16:15
by Seelenquell
what should the wagons look like? BTW nice mines

Posted: 01 May 2006 16:35
by G-TANK-G
Seelenquell wrote:what should the wagons look like? BTW nice mines

well i don't know really, not looked. i'll edit this post if i see any.
EDIT
what wagon are used to transport gold?
i mean, it dont have to matter does it?
EDIT (again)
just a bog-standard open-hopper will do... possibally and edit to the original loco. hoppers, but if you want to make a new hopper then thats fine by me. thank you

Posted: 01 May 2006 16:58
by Plastikman
i have a rail car that you can use NP. then we can edit SQ's yellow school bus to hold gold also.. who would rob a school bus?
i'll send you it in a bit.
Posted: 01 May 2006 16:59
by G-TANK-G
Plastikman wrote:i have a rail car that you can use NP. then we can edit SQ's yellow school bus to hold gold also.. who would rob a school bus?
i'll send you it in a bit.
what about editing the graphics for the school bus as an armoured van?
Posted: 01 May 2006 17:26
by Seelenquell
hehe but with escort.. thats no problem i think.. just like a truck with 2 trailers.. first a police-car, then the gold-transport, then the second police car. hehe