Difference between revisions of "ECS Vectors. Location/Positioning Conditions"
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− | !code!!Condition |
+ | !code!!Condition!!Error text |
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− | |00||Build within any town zone Dt < Rz0 |
+ | |00||Build within any town zone Dt < Rz0||should be built in towns |
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− | |01||Build <=N tiles away from water |
+ | |01||Build <=N tiles away from water||should be built near water |
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− | |02||Build in town with >=N population |
+ | |02||Build in town with >=N population||should be built in towns with more inhabitants |
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− | |03||Build within N tiles of town zone 1 radius Dt < (Rz1 + N tiles) |
+ | |03||Build within N tiles of town zone 1 radius Dt < (Rz1 + N tiles)||should be built closer to town center |
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− | |04||Build below snow line |
+ | |04||Build below snow line||can't be built in snow areas |
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− | |05||Build >=N tiles from desert tile |
+ | |05||Build >=N tiles from desert tile||can't be built in desert |
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− | |06||Build outside town zone 1 Dt > Rz1 |
+ | |06||Build outside town zone 1 Dt > Rz1||should be built in town suburbs |
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− | |07||Build on flat land |
+ | |07||Build on flat land||requires flat land |
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− | |08||Build on terraformed land (certain tiles must be sloped) |
+ | |08||Build on terraformed land (certain tiles must be sloped)||requires sloped land |
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− | |09||Build in forest where N tiles radius are all trees (tropic) (non-tropic ECSWVForest is excepted) |
+ | |09||Build in forest where N tiles radius are all trees (tropic) (non-tropic ECSWVForest is excepted)||should be built in forest areas |
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− | |0A||Build outside towns |
+ | |0A||Build outside towns||should be built far from towns |
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− | |-||Disallow in town zones 1-4 = !Tz1, !Tz2, !Tz3, !Tz4 (Town zone 0 allowed) |
+ | |-||Disallow in town zones 1-4 = !Tz1, !Tz2, !Tz3, !Tz4 (Town zone 0 allowed)||should be built far from towns |
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− | |-|||Dt > Tz0 (Distance to town is larger than town zone 0 radius) |
+ | |-|||Dt > Tz0 (Distance to town is larger than town zone 0 radius)||should be built far from towns |
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− | |0B||Build >=N tiles away from tropic forest |
+ | |0B||Build >=N tiles away from tropic forest||can't be built in rain forest |
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− | |0C||Build >=N tiles from same industry (same ID) |
+ | |0C||Build >=N tiles from same industry (same ID)||can't be built near the same industry |
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− | |0D||Build >=N tiles from water |
+ | |0D||Build >=N tiles from water||can't be built close to water |
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− | |0E||Build >=N tiles from a specific industry (specified ID) |
+ | |0E||Build >=N tiles from a specific industry (specified ID)||can't be built near a conflicting industry |
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− | |0F||Build <=N tiles from a specific industry (specified ID) |
+ | |0F||Build <=N tiles from a specific industry (specified ID)||should be built closer to the related supplying industry |
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− | |10||Build >=N tiles from a specific industry (specified ID) with the same layout (N=FF FF FF FFh forces only one industry of that type on the map) |
+ | |10||Build >=N tiles from a specific industry (specified ID) with the same layout (N=FF FF FF FFh forces only one industry of that type on the map)||can't be built near the same industry of the same layout |
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+ | |11||Build >=N tiles away are desert tiles)||should be built in desert |
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+ | |- |
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+ | |12||Build at >=H heigh||should be built in mountains |
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+ | |- |
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− | Town |
+ | {{grfspecs|TownZones|Town Zones}}: The value is between 0 and 4, where 0 is the outermost zone of the town. |
Smaller towns have fewer zones. |
Smaller towns have fewer zones. |
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− | Town Zones: Tz4 (street lights), Tz3 (trees on roads), Tz2 (paved roads), Tz1 (suburb), Tz0 (rural) |
+ | {{grfspecs|TownZones|Town Zones}}: Tz4 (street lights), Tz3 (trees on roads), Tz2 (paved roads), Tz1 (suburb), Tz0 (rural) |
Radius (from town centre): Rz4, Rz3, Rz2, Rz1, Rz0 |
Radius (from town centre): Rz4, Rz3, Rz2, Rz1, Rz0 |
Latest revision as of 22:52, 30 June 2011
<< ECS Vectors FAQ | ECS Vectors | ECS Town Vector >> |
Each of ECS Vectors' Industries has conditions that determine where it can be built on the map.
This page describes all the possible conditions.
The conditions that apply to a particular industry are included in that industry's page.
code | Condition | Error text |
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00 | Build within any town zone Dt < Rz0 | should be built in towns |
01 | Build <=N tiles away from water | should be built near water |
02 | Build in town with >=N population | should be built in towns with more inhabitants |
03 | Build within N tiles of town zone 1 radius Dt < (Rz1 + N tiles) | should be built closer to town center |
04 | Build below snow line | can't be built in snow areas |
05 | Build >=N tiles from desert tile | can't be built in desert |
06 | Build outside town zone 1 Dt > Rz1 | should be built in town suburbs |
07 | Build on flat land | requires flat land |
08 | Build on terraformed land (certain tiles must be sloped) | requires sloped land |
09 | Build in forest where N tiles radius are all trees (tropic) (non-tropic ECSWVForest is excepted) | should be built in forest areas |
0A | Build outside towns | should be built far from towns |
0B | Build >=N tiles away from tropic forest | can't be built in rain forest |
0C | Build >=N tiles from same industry (same ID) | can't be built near the same industry |
0D | Build >=N tiles from water | can't be built close to water |
0E | Build >=N tiles from a specific industry (specified ID) | can't be built near a conflicting industry |
0F | Build <=N tiles from a specific industry (specified ID) | should be built closer to the related supplying industry |
10 | Build >=N tiles from a specific industry (specified ID) with the same layout (N=FF FF FF FFh forces only one industry of that type on the map) | can't be built near the same industry of the same layout |
11 | Build >=N tiles away are desert tiles) | should be built in desert |
12 | Build at >=H heigh | should be built in mountains |
8401 | Build >=1 tile from coast | Can't construct this industry type here |
Town Zones: The value is between 0 and 4, where 0 is the outermost zone of the town.
Smaller towns have fewer zones.
Roads are plain in zone 0 and 1, paved in zone 2, have trees in zone 3 and street lights in zone 4
Town Zones: Tz4 (street lights), Tz3 (trees on roads), Tz2 (paved roads), Tz1 (suburb), Tz0 (rural)
Radius (from town centre): Rz4, Rz3, Rz2, Rz1, Rz0
Distance of industry from town centre: Dt