FIRS Industry Replacement Set - Development
Posted: 27 Jan 2009 07:09
[silly empty first post as the information in it was badly outdated and confusing] 

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Let me point out that "ECS" is just the cargo scheme (cargo names, labels, classes, bits, etc), with George´s ECS vectors being an existing implementation of it. Industry names, or industry behaviour (production chains, opening, closing of industries) aren´t defined under the ECS scheme.Conditional Zenith wrote:So from what I have read so far, this will differ from ECS in that:
Industries will belong to certain time periods
There will be 50 industries, which is more than ECS
From the above, it might only differ from the choice of cargoes.Basically, what I want to know is how will this differ from ECS?
Add to that:Conditional Zenith wrote:So from what I have read so far, this will differ from ECS in that:Basically, what I want to know is how will this differ from ECS?
- Industries will belong to certain time periods
- There will be 50 industries, which is more than ECS
That's already on the to-do list!Timitry wrote:I think it would be great if non-expirable cargos like coal or iron ore, or whatever you will use, do not decrease their value as fast as they do in the standard-industries.
Look here:Timitry wrote:I think it would be great if non-expirable cargos like coal or iron ore, or whatever you will use, do not decrease their value as fast as they do in the standard-industries.
regardsmb wrote:IMO, a small decrease for raw material prices makes sense, because even the most patient consignee wants to receive his order one day or the other. Moreover, the game needs variable delivery prices to enable some sort of "competition" or "assessment".randknu wrote:To fix this i recommend setting commodity prizes steady for commodities that does not perish over time ex. for coal, wood, oil, goods, and so on.
Prices of cargo don´t decrease with time. It´s the delivery prices which go down if the time for delivery takes too long. This isn´t only "realistic" (in that way that in so-called "reality" delivery prices would also drop if delivery takes too long), but it´s a quite natural game feature.Jarekexe wrote:I agree about the coal thing - the price should not decrease with time as this material doesn't get any worse with time. Same with iron, oil?
http://www.tt-forums.net/viewtopic.php?p=758607#p758607
Except possibly the last, those are all features (or misfeatures) of George's ECS vectors, not the ECS specification.FooBar wrote:Add to that:Conditional Zenith wrote:Basically, what I want to know is how will this differ from ECS?
- One single GRF
- No stockpiling
- No difficult production changes
- You don't need to deliver all accepted cargo to generate production (i.e. production boosting is handled differently and is not mandatory: the game will still be playable without industry production boosting)
Although George´s vector scheme looks somewhat complicated with regards to coding, the general idea behind was the possible replacement of whole vectors. In this way, people wanting to supply own industry .grfs wouldn´t be forced to supply all industries/cargoes, but just a subset.FooBar wrote:- One single GRF
Well, my english isn't that good, but you understood exactly what i meantFooBar wrote:Well, I didn't read Timitry's post careful enough.
What we will be implementing is not a 100% fixed delivery price, but delivery prices will not decrease as fast as they do now, in order to make large and slow transportation methods more profitable. E.g. hauling oil from one side of the map to the other side with a large and slow oiltanker should be profitable enough to cover the tanker's running cost and make a little profit on top of that.