Thread View: alt.games.microprose.transport-tyc
5 messages
5 total messages
Started by Mike Humberston
Fri, 27 Feb 2004 19:33
Industry Generation and Disposal
Author: Mike Humberston
Date: Fri, 27 Feb 2004 19:33
Date: Fri, 27 Feb 2004 19:33
14 lines
1524 bytes
1524 bytes
TTD periodically creates new industries and closes those which are not being supplied. Does anyone know if industry creation is completely random or is there some method to it? I've been getting a notable absence of food plants in recent games, which isn't very helpful when they are played in the arctic or subtropical climates. Recently when playing from a scenario which contained two food plants, these were soon closed by TTD and none have been created since. During that period TTD has created four farms (which clearly are not a lot of use without any processing industry). -- Mike Humberston WARNING: Spam trap in operation. Send any e-mail reply to mike, not oblivion.
Re: Industry Generation and Disposal
Author: DayDragon
Date: Sun, 29 Feb 2004 12:50
Date: Sun, 29 Feb 2004 12:50
3 lines
1339 bytes
1339 bytes
I can't answer your question on whether industry placement is random or not, but as for lack of Food Processing plants in Arctic you can always build your own from the build industry menu.
Re: Industry Generation and Disposal
Author: Marcin Grzegorczyk
Date: Mon, 01 Mar 2004 12:20
Date: Mon, 01 Mar 2004 12:20
14 lines
1559 bytes
1559 bytes
Mike Humberston wrote: > TTD periodically creates new industries and closes those which > are not being supplied. Does anyone know if industry creation is > completely random or is there some method to it? I've been > getting a notable absence of food plants in recent games, which > isn't very helpful when they are played in the arctic or > subtropical climates. [...] TTD attempts to create some industry types more frequently than others. In the sub-arctic climate, a farm is twice as probable as a food processing plant; but in the sub-tropical, it's the other way round. -- Marcin Grzegorczyk
Re: Industry Generation and Disposal
Author: Mike Humberston
Date: Mon, 01 Mar 2004 19:59
Date: Mon, 01 Mar 2004 19:59
15 lines
1625 bytes
1625 bytes
Marcin Grzegorczyk <mgrzegor@poczta.onet.pl> wrote: >TTD attempts to create some industry types more frequently than others. > In the sub-arctic climate, a farm is twice as probable as a food >processing plant; but in the sub-tropical, it's the other way round. Thanks Marcin. Presumably there is some randomisation function which selects the type of industry which includes that probability. The game originally mentioned now has nine farms and still no food processing - and I don't have enough cash to build one. :) -- Mike Humberston WARNING: Spam trap in operation. Send any e-mail reply to mike, not oblivion.
Re: Industry Generation and Disposal
Author: Marcin Grzegorczyk
Date: Wed, 03 Mar 2004 12:51
Date: Wed, 03 Mar 2004 12:51
41 lines
2917 bytes
2917 bytes
Mike Humberston wrote: > Marcin Grzegorczyk <mgrzegor@poczta.onet.pl> wrote: >>TTD attempts to create some industry types more frequently than others. >> In the sub-arctic climate, a farm is twice as probable as a food >>processing plant; but in the sub-tropical, it's the other way round. > > Thanks Marcin. Presumably there is some randomisation function > which selects the type of industry which includes that > probability. Yes, of course. I generally now answer such questions by looking at the code :-) TTD has tables of random industry types, one for each climate. Usually, there are multiple entries for one type; the more entries there is, the more frequently TTD will attempt to create a new industry of that type. (Of course, it doesn't have to succeed.) If you'd like to look into TTDMEM.idb, the tables are annotated under paClimateRandomIndustryTypes. When you start a new game, an appropriate table is copied to the game data, and then it's saved/loaded (so if you change climate with Cht:Climate the table will be wrong, AFAICT). It's stored in savegames at 77135+X. > The game originally mentioned now has nine farms > and still no food processing - and I don't have enough cash to > build one. :) Interesting. It is possible (though unlikely) that the table got corrupted in a such way that food processing plants are not mentioned in the random industry table at all. If you know how to use SV1Codec and a hex editor you could verify it... On the other hand, if there are 9 farms, there may be little (if any) space left for a food processing plant. There's some minimum distance (15 tiles I think) between a farm and a food processing plant (as well as many other pairs of industries). -- Marcin Grzegorczyk
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads