Search found 76 matches
- Sun Mar 25, 2007 1:23 am
- Forum: Mods - Talk
- Topic: To modify the terrain editor
- Replies: 13
- Views: 9661
- Sun Mar 25, 2007 12:14 am
- Forum: Mods - Talk
- Topic: To modify the terrain editor
- Replies: 13
- Views: 9661
Hi Tomas, I was able to create 20x20 map from Dr. Frag's template by following his instructions without any problems. I have edited the terrain a little bit and played with it for 2-3 hours and everything worked just fine. Memory usage when playing was around 900 MB. Try if it will work on your comp...
- Wed Mar 21, 2007 5:43 am
- Forum: Mods - Talk
- Topic: A Memory Usage Test
- Replies: 23
- Views: 15225
Hi snoopy, I have attached the screenshot from my system; I have Windows XP Professional but I believe it should be either the same or similar. Option you want is "No paging file", not trying to set paging file size to 0. As you can see 2M is minimum size when you do want to use it, but you don't. A...
- Tue Mar 20, 2007 4:46 am
- Forum: Mods - Talk
- Topic: A Memory Usage Test
- Replies: 23
- Views: 15225
Glad to be of help. It is really not issue of Virtual Memory because that is just addressing space of the processor. It could be mapped to either physical memory or to the swap file. You can force it to use only physical memory (your 3GB) by turning it completely off. Go to Control Panel => System =...
- Tue Mar 20, 2007 3:15 am
- Forum: Mods - Talk
- Topic: A Memory Usage Test
- Replies: 23
- Views: 15225
Snoopy55, I have not misunderstood what you intent was, I was just trying to explain that game slowdowns and frequent "frozen" periods are not related to memory because if they were, whenever you lay new track, you would see your harddrive led diod flashing frantically and you would hear the drive w...
- Mon Mar 19, 2007 8:54 am
- Forum: Mods - Talk
- Topic: A Memory Usage Test
- Replies: 23
- Views: 15225
Once you get enough tracks into the game, laying new ones takes more time. I think it has little to do with memory but with number of combinations game must calculate, this number grows exponentially even when you put in some optimizations, . In later game, it is not all that uncommon for game stop ...
- Mon Mar 19, 2007 8:43 am
- Forum: Mods - Talk
- Topic: buildstuff victory condition
- Replies: 3
- Views: 3758
BuildStuff condition is actually used for building Depots, Stations or Terminals in specific cities: <Condition> <szType>BuildStuff</szType> <bRequired>1</bRequired> <BuildList> <BuildListItem> <szObjectType>Depot</szObjectType> <szObjectName>Terminal</szObjectName> <szCityLocation>TAG_CITY_NAME_MOS...
- Mon Mar 12, 2007 6:18 am
- Forum: Mods - Talk
- Topic: how to limit the amount of money at the end? and other ideas
- Replies: 10
- Views: 7165
One way is to run long distance transport of goods, it could result in net loss rather easily (no distance or speed bonus unlike with passengers and mail). This way you will have to run another trains just to keep the trains you need to fullfil scenario goals operating. You can also limit number of ...
- Sat Mar 10, 2007 5:15 am
- Forum: Maps in Development
- Topic: New map Spain
- Replies: 25
- Views: 30314
Here's a question: when you pick up goods, say manufactured goods from a city and deviler them to the adjacent city which does NOT accept them, does the city that produced the goods get any "credit" for the delivery? I know it makes no money, but I've also noticed that a city grows faster when it's...
- Sat Mar 10, 2007 3:28 am
- Forum: Maps in Development
- Topic: Arizona Gold V2.4 PcMac
- Replies: 162
- Views: 220306
hi karsten , I could not have posted those, as you say, great screenshots if there was no great map in the first place. BTW. I have tried on harder difficulty and I don't think it is possible, definitely not on robber baron starting from Flagstaff. I have tried to pull all the tricks but there is ju...
- Fri Mar 09, 2007 8:13 am
- Forum: Maps in Development
- Topic: Arizona Gold V2.4 PcMac
- Replies: 162
- Views: 220306
G3mInI, I confess I really dislike overpass bridges, because they look like nothing you would ever see in real life (they also remind me of the inelegant bridges in RRT3). But they are hardcoded in the game and so you are right, I need to bring them back. I avoid them myself by using the terrain fo...
- Fri Mar 09, 2007 7:46 am
- Forum: Maps in Development
- Topic: Arizona Gold V2.4 PcMac
- Replies: 162
- Views: 220306
Hi everyone, I have completed the map on Mogul/Hard starting in Flagstaff just a year ahead of the deadline (but it could be done sooner with a little better planning). Most difficult was to complete first era objectives while setting up economic foundation for further success. My plan was simple, b...
- Wed Mar 07, 2007 3:41 am
- Forum: Maps in Development
- Topic: Arizona Gold V2.4 PcMac
- Replies: 162
- Views: 220306
Yey! "my" scenario is reality. Looking forward to giving it a shot. Thanks Kersten PS: I cannot imagine this being less than 10/10 in my book. EDIT: just finished looking at the map, it is looks like a lot of fun to play, terrain is magnifficent, there could have been more forests around Flagstaff (...
- Mon Mar 05, 2007 3:39 am
- Forum: Maps in Development
- Topic: North East UK Map - 2 versions.
- Replies: 34
- Views: 29110
Must say that this map is not of my favorite kind. The good: :D it has scenario The bad (in my humble opinion): :( too many places and industries placed rather densely (In many cases, train won't really leave the departing station before ariving to destination) :( terrain is not very interesting and...
- Sun Mar 04, 2007 12:19 pm
- Forum: Maps in Development
- Topic: Liverpool and Manchester V3
- Replies: 38
- Views: 38525
I have managed to do it on Robber Baron/Hard/no AI too. Starting from Warrington. It took me several tries to succeed in the first era, but when I eventually did, it was with quite a lot of time left. After I got a good start, I eased up a little and the result was that I had problems with making en...