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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
#27409
Author: Mike Humberston
Date: Fri, 27 Feb 2004 19:33
14 lines
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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
#27410
Author: DayDragon
Date: Sun, 29 Feb 2004 12:50
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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
#27411
Author: Marcin Grzegorczyk
Date: Mon, 01 Mar 2004 12:20
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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
#27412
Author: Mike Humberston
Date: Mon, 01 Mar 2004 19:59
15 lines
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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
#27413
Author: Marcin Grzegorczyk
Date: Wed, 03 Mar 2004 12:51
41 lines
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
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