Cargo Challenge (with 34 new objects)
Moderator: Locomotion Moderators
Cargo Challenge (with 34 new objects)
Created this just for fun, it is a random generated scenario with 16 new industries, 15 new cargo types and 3 new wagons.
Maglev Beta 0.2 required
Steve's Slopes required
The year is 2020, and the objective is to deliver 250,000 tons of Goods and be the top performing company against 3 AI players. (not hard at all )
Here comes the twist, to be able to deliver goods you have to deliver a huge chain of cargo first, as shown here:
Industry 1 makes Cargo 1
Industry 2 requires Cargo 1 to make Cargo 2
Industry 3 requires Cargo 2 to make Cargo 3
Industry 4 requires Cargo 3 to make Cargo 4
Industry 5 requires Cargo 4 to make Cargo 5
Industry 6 requires Cargo 5 to make Cargo 6
Industry 7 requires Cargo 6 to make Cargo 7
Industry 8 requires Cargo 7 to make Cargo 8
Industry 9 requires Cargo 8 to make Cargo 9
Industry 10 requires Cargo 9 to make Cargo 10
Industry 11 requires Cargo 10 to make Cargo 11
Industry 12 requires Cargo 11 to make Cargo 12
Industry 13 requires Cargo 12 to make Cargo 13
Industry 14 requires Cargo 13 to make Cargo 14
Industry 15 requires Cargo 14 to make Cargo 15
Industry 15 requires Cargo 15 to make Goods
The 3 wagons are 2 normal track Cargo wagons, and 1 Maglev track Cargo wagon.
Download here
Maglev Beta 0.2 required
Steve's Slopes required
The year is 2020, and the objective is to deliver 250,000 tons of Goods and be the top performing company against 3 AI players. (not hard at all )
Here comes the twist, to be able to deliver goods you have to deliver a huge chain of cargo first, as shown here:
Industry 1 makes Cargo 1
Industry 2 requires Cargo 1 to make Cargo 2
Industry 3 requires Cargo 2 to make Cargo 3
Industry 4 requires Cargo 3 to make Cargo 4
Industry 5 requires Cargo 4 to make Cargo 5
Industry 6 requires Cargo 5 to make Cargo 6
Industry 7 requires Cargo 6 to make Cargo 7
Industry 8 requires Cargo 7 to make Cargo 8
Industry 9 requires Cargo 8 to make Cargo 9
Industry 10 requires Cargo 9 to make Cargo 10
Industry 11 requires Cargo 10 to make Cargo 11
Industry 12 requires Cargo 11 to make Cargo 12
Industry 13 requires Cargo 12 to make Cargo 13
Industry 14 requires Cargo 13 to make Cargo 14
Industry 15 requires Cargo 14 to make Cargo 15
Industry 15 requires Cargo 15 to make Goods
The 3 wagons are 2 normal track Cargo wagons, and 1 Maglev track Cargo wagon.
Download here
Last edited by Rens2Sea on 16 Oct 2004 09:51, edited 1 time in total.
- Overlord1191
- Traffic Manager
- Posts: 172
- Joined: 09 Sep 2004 14:12
- Location: Georgia, USA
- Contact:
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- Transport Coordinator
- Posts: 301
- Joined: 14 Sep 2004 14:26
- Location: The Land O' Lakes (GMT -6)
I'm now supplying 7 to factory 8. It's really tough, every step makes me lose some 10% of quantity... I started with 1 factory 1->2 supplying about 4000 units 2 per month, at factory 8 I'm at just 600 per month. I'm really curious whether I'll ever make it to goods...Rens2Sea wrote:Ah yes forgot about that
Btw, i just delivered Cargo 9 and am redesigning my Cargo 1 and 2 network. Will have 2 x 8 Cargo 1 trains.
The reason this scenario is so tough is not only because of the sheer amount of industry types, but also because of the way the random landscape generator places the industries, which seem to be based on factories, namely close to towns. This cramps all 2-16 industries together and makes little construction room, which is a bad thing when everything is so expensive, and the map is only 384x384.
I did some quick 'n dirty research right now, and setting no. of industries to low somewhat eases the load of industries per city. I also think I figured out the no. of industries setting: It seems like low = 2 of each primary industry (only producing, like oil wells and coal mines) and 1 of each remaining industry (requires x to make y, or just requires x), med = double low, and high = triple low. Roughly. I'd be glad if someone can confirm this for me. Steve, feel free to put this in the tips 'n tricks section of your Locomotion Depot ^_^
I did some quick 'n dirty research right now, and setting no. of industries to low somewhat eases the load of industries per city. I also think I figured out the no. of industries setting: It seems like low = 2 of each primary industry (only producing, like oil wells and coal mines) and 1 of each remaining industry (requires x to make y, or just requires x), med = double low, and high = triple low. Roughly. I'd be glad if someone can confirm this for me. Steve, feel free to put this in the tips 'n tricks section of your Locomotion Depot ^_^
- Overlord1191
- Traffic Manager
- Posts: 172
- Joined: 09 Sep 2004 14:12
- Location: Georgia, USA
- Contact:
Got some screenies for ya!
I tried hard but I only got to ten before nothing gets there. The networks are getting so complex the ai is having a s*** trying to get around. This is great fun though! I just burned about 4 hours playing this. GREAT MAP!
I tried hard but I only got to ten before nothing gets there. The networks are getting so complex the ai is having a s*** trying to get around. This is great fun though! I just burned about 4 hours playing this. GREAT MAP!
Overlord 1191 aka Brian Wilgus
creator of
Mods: Mars Terrain Set, Starport Style Names
Scenarios: Flordia, Georgia, Asheville, Nashville, Authoritive New England, and the only map from another planet Mars
creator of
Mods: Mars Terrain Set, Starport Style Names
Scenarios: Flordia, Georgia, Asheville, Nashville, Authoritive New England, and the only map from another planet Mars
- Overlord1191
- Traffic Manager
- Posts: 172
- Joined: 09 Sep 2004 14:12
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Yeah I'm going to try turning up the number of town to give myself some breathing room.Stylpe wrote:The reason this scenario is so tough is not only because of the sheer amount of industry types, but also because of the way the random landscape generator places the industries, which seem to be based on factories, namely close to towns.
Overlord 1191 aka Brian Wilgus
creator of
Mods: Mars Terrain Set, Starport Style Names
Scenarios: Flordia, Georgia, Asheville, Nashville, Authoritive New England, and the only map from another planet Mars
creator of
Mods: Mars Terrain Set, Starport Style Names
Scenarios: Flordia, Georgia, Asheville, Nashville, Authoritive New England, and the only map from another planet Mars
- Overlord1191
- Traffic Manager
- Posts: 172
- Joined: 09 Sep 2004 14:12
- Location: Georgia, USA
- Contact:
I generated the scenario with the Mars Tileset.
Some more screenies for my Cargo 1 unload station. 17 trains total. 13 dropping off cargo 1 and 4 picking up cargo 2.
And a little bit later,
Some more screenies for my Cargo 1 unload station. 17 trains total. 13 dropping off cargo 1 and 4 picking up cargo 2.
And a little bit later,
Overlord 1191 aka Brian Wilgus
creator of
Mods: Mars Terrain Set, Starport Style Names
Scenarios: Flordia, Georgia, Asheville, Nashville, Authoritive New England, and the only map from another planet Mars
creator of
Mods: Mars Terrain Set, Starport Style Names
Scenarios: Flordia, Georgia, Asheville, Nashville, Authoritive New England, and the only map from another planet Mars
This is as nasty as funny.
It increases the game horizon when it comes to chains/webs in general and tests how far you can go untill its just getting too much for the game engine.
In that way this really makes sense.
Now you need the following:
Trainwagons only transport cargo 1 4 7 10 13
Trucks only transport cargo 2 5 8 11 14
Planes only transport cargo 3 6 9 12 15...
you got it..
It increases the game horizon when it comes to chains/webs in general and tests how far you can go untill its just getting too much for the game engine.
In that way this really makes sense.
Now you need the following:
Trainwagons only transport cargo 1 4 7 10 13
Trucks only transport cargo 2 5 8 11 14
Planes only transport cargo 3 6 9 12 15...
you got it..
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