For the further advancement of RR Tycoon III development work, the status of things has dictated as an optimum practice a parallel processing of our South Balkan base mapboth for the TrainMaster and the previous edition 1.06. This has also involved some experimentation with pre-existing TrainMaster scenarios, most notably the emphatically recommended Scandinavia V-1.0 by Tommi Hietavuo.
The original purpose of this move was to gain familiarity with the intricacies of TrainMaster. However this parallel development proved much more significant, having allowed some cross-breeding between TrainMaster and version 1.06 features to the benefit of both. Some important findings include:
First and foremost, nedfumpkins brillant concept of "Farmstead Agricultural Cooperatives" probably constitutes the most significant single contribution to the functionality of the existing commodity flow mechanism, given the assumptions in the built-in algorithms of the program. They almost eliminate the cargo stagnation effect and the resulting "waiting for more cargo" annoyance frequently plaguing train movement, while keeping realism up and enhancing the virtual world environment. It allows a smooth, uninterrupted network expansion through the years.
Minor issues do exist with some commodity demands of these Farmstead ranches, they can be discussed within the user community for rectification.
Original RRT3 industries that were left out of the default "TrainMaster" edition can be re-instated in it, provided that their in and out cargoes still exist. If any of these cargoes have been renamed in "TrainMaster", their references in the industry .BCA files have to be hex-edited accordingly.
Once the ommited .BCA categories are re-inserted in "TrainMaster", maps that had been converted to TrainMaster from versions 1.05 & 1.06 -such as the aforementioned Scandinavia scenario and our South Balkan base map- miraculously regain these industries at exactly the original places and densities! They need not be painstakingly re-defined from scratch in region after region.
Given all these, it was decided to proceed with the following:
Bring back to TrainMaster the deleted, original specialized farms alongside the "Farmstead Cooperatives", since these are buyable by the companies in contrast to the Cooperatives (and quite rightly so!). There is a place for both forms in both versions!
Bring back to TrainMaster other deleted buildings, such as:
The barracks. Their role was more than taken over by other military facilities in TrainMaster, yet there is no reason to reduce the visual variety attainable.
The "Tool & Die" workshops. This preferably involves reverting the "machinery factories" back to their original skin, in order to tell them apart when seeded close to each other.
The Construction Co. albeit with the revised TrainMaster's building materials, such as glass and sand probably.
The first experiences with the running of these modified maps - BuildingTypes are throughout positive in terms of cargo flow facilitation, both in version 1.06 and TrainMaster
A quite pleasing job! City distances turn out to be real-world nautical miles. Thus, the relevant language file was slightly modified to suit these, speeds in m.p.h. were re-written as "knots", and some titles and names were rephrased with a questionable sense of humor.
Actually the original does contain a couple of inaccuracies, such as iron mines in the Netherlands, which has no known metal deposits at all! However these are not so significant as to distort the main action decisively. So, the original natural resource distribution was not modified at all, since this would take time-consuming research if it were to become any better. Some industries and facilities that were in short supply were boosted a bit, both to achieve a more realistic distribution, as well as to have their effects and the overall "Trainmaster" cargo interaction studied.
Port recipes were significantly enriched, they needed it badly. Finally, the borders of the German Empire were hastily reinstated from memory.
It certainly requires more work
A constraint for this development cycle will be the adherence to the default commodity sets of either of the 2 versions. It is intended to provide a powerful and functional environment for users who do not want to venture into modified cargo sets and sub-sets. Since cargo identities are kind of "fixed" due to their "incorporation" inside the .BCA definition files, any deviation would cause significant compatibility problems for the exchange/distribution of maps between users. Such deviations practically constitute a new Tycoon variant, separate from the ones mentioned here.
On the contrary, suggested individual industry variations within the constraint in question can easily be distributed through the packing and uploading of the affected .BCA files, so that users can place them in the relevant BuildingTypes folder.
However, not even the TrainMaster's cargo sets are thought to be either optimal or some type of "holy cows". In the long term, after these ongoing improvements are steady and mature enough, a sort of "TrainMaster2" or something should not be ruled out. The unnecessary distinguishing between commodities so similar as "corn" & "grain", "gum" & "rubber", "weapons" & "missiles", occupy precious cargo slots, which may be allocated to more substantial goods categories, rationalizing and enriching product flow cycles.
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