Search found 104 matches

by Blackhawk
Thu Nov 22, 2018 6:10 pm
Forum: The Conference Table
Topic: Taurus/Eurosprinter liveries.
Replies: 5
Views: 1821

Re: Taurus/Eurosprinter liveries.

I would guess they are wrapped rather than actually painted. It's been common place in stock car auto racing to wrap a car rather than paint it for probably 10-15 years now. I came across this article and it suggests the wraps last around 5 years.... Just in time for that 140 anniversary to now be t...
by Blackhawk
Tue Oct 09, 2018 9:14 pm
Forum: General Discussion
Topic: Endowing hawkdawg?
Replies: 48
Views: 12275

Re: Endowing hawkdawg?

It is generally good practice to have two admins, or at least a backup person who can get admin when necessary. I know Blackhawk has forum admin here and has had it for yonks, but am not sure how he's placed these days. Sorry... I've been MIA recently. Had some deadlines with work projects and then...
by Blackhawk
Fri Jul 25, 2014 2:52 pm
Forum: RT III General Discussion
Topic: Release: Railroad Tycoon 3 Multiplayer Lobby
Replies: 35
Views: 17853

Re: Release: Railroad Tycoon 3 Matchmaker (Multiplayer)

Doubtful considering the code for multiplayer in 1.06 is broken.
by Blackhawk
Mon Jul 14, 2014 11:41 pm
Forum: Version 1.06 Scenarios
Topic: Panama Canal
Replies: 26
Views: 12870

Re: Panama Canal

I'm guessing it might just be a glitch in the game that is causing this cause as I don't see any event that would reset it to 0. It was said that sometimes the game gets confused when large numbers come into play. Combine that with an event that checks weekly and has to use larger and larger numbers...
by Blackhawk
Mon Jul 14, 2014 7:19 pm
Forum: Version 1.06 Scenarios
Topic: Panama Canal
Replies: 26
Views: 12870

Re: Panama Canal

From what I can see it is an interesting way to code the event using a territory variable. I see an event at the top of the list setting Cuba's territory 1 variable to 5,000,000. But for some reason your Cuba's TV1 was something like 305,000,000. The only other event I saw that changed Cuba's TV1 wa...
by Blackhawk
Thu Jul 03, 2014 3:14 am
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 471
Views: 131756

Re: Cargo & Industry fixes for 1.06

- Food which would replace Medicine - there were some plans to include the Cannery and maybe Cereal Factory. - Some cargoes with low demands: Aluminum, Dye, Paper, Rubber and Tires. (Aluminum introduction could be shifted forward {see below}. The others could use muni building demands.) - Introduci...
by Blackhawk
Wed Jul 02, 2014 2:37 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 471
Views: 131756

Re: Cargo & Industry fixes for 1.06

I'm sure I missed some things in the 1.07 summary, maybe RoR will stop by and see if I missed anything. Hard to remember it all with everything that's been discussed. Hawk, realistically machinery would be used at all the industries. Practically speaking though, the small demand in 1.06 for machiner...
by Blackhawk
Wed Jul 02, 2014 1:05 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 471
Views: 131756

Re: Cargo & Industry fixes for 1.06

I figured it might be a good time to list some of the changes proposed for both 1.06.01 and 1.07. 1.06.01: -Caboose and dining car weights -Ingot demand added to church, other possible demands added to muni buildings -Machine shop start date changed to 1860. (other alternative is to give it an earli...
by Blackhawk
Sat Jun 28, 2014 3:52 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 471
Views: 131756

Re: Cargo & Industry fixes for 1.06

Indeed the machinery change, while a minor change in the files, could be a substantial change in the way industries behave. I myself would probably lean to making the change in 1.07 rather than a 1.06.01. Even adding a crystal demand to a muni building can have an effect on scenarios where crystals ...
by Blackhawk
Fri Jun 27, 2014 5:16 pm
Forum: RRT3 Patch Makers
Topic: Cargo & Industry fixes for 1.06
Replies: 471
Views: 131756

Re: Cargo & Industry fixes for 1.06

The idea for machinery was to remove the demand from the production industries as it's so small it's rather useless and can be exploited*, and substitute that demand into the raw material/resource industries (mines, logging camp, etc) with a greater demand. In addition, it would demand the machinery...