
             OPERATING ON ENEMY TRACK

   Enemy track is the track of any competitor railroad, regardless of
whether that railroad is controlled by the player's railroad or not. The
word "enemy" is used to identify competitors in the RRn.DMP file.
    
   It often seems that competitor tracks connect to towns that grow at a
much faster rate than the player's and pass through or near commodity
sources capable of producing greater revenue than any on the player's
railroad. The ability to connect to and run on the competitor's track opens
these revenue sources to the player. In this document we'll describe some
basic methods which do not involve any file modifications and some advanced
methods which, through changes to the RRn.SVE file, offer a wide range of
opportunity for modification and use of enemy track.   

   
                   Part 1

                Basic Methods
                -------------   
   The easiest way to connect to enemy track is through a station. Stations
are discontinuities in the enemy track which permit access to the ends of
track sections. 

   A connection may easily be made to enemy track through a station in
either of the following ways:
   (a) by establishing a "union station", if you own enemy railroad
   (b) by starting and then canceling a rate war
  
   Either of these methods, by itself, does not permit you to utilize enemy
stations. It will be necessary to build your own station at the far end of
the track segment. By the same token, using the above methods, you will not
be able to cross through an enemy station to reach other track segments.
These problems will be dealt with in a later section of this document.

   In order to connect to enemy track at a station your track must enter
the station at a position 180 degrees from the track on which it is planned
to operate. 


          Building Stations and Signal Towers On Enemy Track
          --------------------------------------------------
   It is possible to build a station or a signal tower on enemy track at any
time, whether or not the enemy railroad is controlled by you. Similarly,
enemy track can be double-tracked using the shift+D keys.

   Try it now!

   Load a Railroad Tycoon game you've saved. Find a section of enemy track 
that's suitable and build a station. Now look at the map using the "area"
mode (F2) and you'll see that the station you've built is shown on the enemy
track, has a name and has a station box, just like your regular stations.
The only problem is that there's no way to reach it from your track.


          Operating From A Union Station
          ------------------------------
   If you own (control) a railroad and have established a union station, 
the rest is easy. Build another station at a suitable spot on the enemy
track you're aligned with and then build a new train to run from the union
station to the newly-built station.
   The only shortcoming with this method is that you must control the enemy
railroad before you can begin to connect to it.

          
          Making Connection By Starting and Canceling A Rate War
          ------------------------------------------------------
   Starting and then canceling a rate war permits operation on the track of
a railroad you do not control. This method disables the enemy station
through which entry is made so that the enemy railroad can no longer extend
new track from that station. However, the station continues to be a computer
source/destination for shipments of the enemy railroad. 
   The procedure is as follows:

a- Extend your track into the enemy station in the usual manner to start a
   rate war. Your track must enter the station at a position 180 degress
   from the track on which you intend to operate.
   The station report and rate war notice will be displayed. 

b- Immediately after they are displayed, build a signal tower on top of the 
   station. Then build a new station or terminal on top of the signal tower. 
   These actions will cancel the rate war and make the station yours. 

c- Check the station, using the "area" mode (F2), to verify that the red
   frame around the station box has been replaced with white. 

d- Select a suitable place on the enemy track with which yours is aligned
   and build a station. Now, you can operate trains between the stations.


          Placing Stations Where You Really Want Them
                   The "Signal Tower Trick"
          --------------------------------------------
   One of the primary objectives of operation on enemy track is to be able
transport mail, passengers and freight to and from his towns. This requires
that you be able to build stations in those towns. However, as presently
structured, stations in the Tycoon game have an "economic radius" within
which no other station can be built. In other words, the game prohibits
placing a new station within a certain distance of an existing station.
   The signal tower trick (STT) provides a way to sidestep this limitation
and allows you to place a station almost anywhere you like.

   Assume that you have already made connection through an enemy station and
now wish to locate a station at the other end of the track segment, inside
the economic radius of the enemy station. Proceed as follows:

a- Determine where your station is to be located and build a signal tower
   at that location.

b- Build the desired station/terminal on top of the signal tower.


          Other Uses For The Signal Tower Trick
          -------------------------------------
   The signal tower trick (STT) can also be used to locate a new depot or
station inside a station's economic radius when it is desired to enable a
facility or increase the production of a commodity source. Figure A, below,
illustrates how STT can be used to make a factory a separate destination 
when it lies inside the economic radius of an existing station. 


                    c c        v  v      (P)
      FIG. A        [A]--------[B]--------[C]
                     cc         vv         (F)

   In FIG. A, the track connects a coal field [A], a city which accepts
manufactured goods [B], and another city [C] which has a powerplant (P)
and a factory (F). Ideally, coal will be picked up at [A] and transported to
[C] where the powerplant (P) converts it to steel and the factory (F)
converts the steel to goods which are shipped to city [B]. However, in the
configuration shown, the factory at [C] can not be used to convert steel to
goods because it lies inside the economic radius of [C] and can not be
listed as a separate destination on the schedule. (We know the steel could
be shipped out and brought back but that doesn't suit our purpose here.)
FIG. A1, below, right, shows how the factory (F) can be made a separate
destination by using STT. 
   From the city [C], extend a track down to the 
square just to the right of the factory. That             FIG. A1
square happens, like the factory, to lie inside the
economic radius of [C].                                 (P)        Added   
   At the end of the track, [D], build a signal      ----[C]-\  <--track
tower.                                                    (F)[D]
   Then, on top of the signal tower, build a depot.
The depot is the separate destination for the factory. 

               ---------------------------------------

   Figure B, right, shows how STT may be used
to double the output of a coal field or other        c ccc
commodity producer.                                    ______________
   [T1] and [T2] represent two terminals. The         |c cc c        |
economic area of [T1] is represented by the          c|  ++++++++++++|++
square formed with lines. The economic area          c| c+cc c  c cc | +
of [T2] is illustrated by the square formed           |  +c [T1] cc  |c+
with the plus (+) signs. The letters "c"              |cc+ cc [T2]  c| +
represent coal mines.                                 | c+c  c c ccc |c+
   After [T1] is placed to cover a maximum            |__+______c____|c+
number of coal mines, the signal tower trick             + cc  ccc   c +c
is used to place [T2] next to [T1] so that               +++++++++++++++c
it covers some of the same coal mines and,    FIG. B        ccc   cc c
additionally, others not covered by [T1].
    
   Coal loads from either of the terminals are not diminished by overlapping
the two terminals. The computer feeds new coal loads to both terminals at
the same time. If [T1], by itself, will deliver 50 loads per year, the
combination of [T1] and [T2] will deliver about 100 loads.   


                         NOTE
                        ------
   A station built with the signal tower trick can not interfere with
(overlap the economic radius of) more than one other station. If it
interferes with more than one, the message "Too close to ---" will be
received. The message will only mention one station, not both of those
interfered with.
   In congested areas this limitation can sometimes be overcome by careful
planning of the order in which overlapping stations are built.



               OPERATING ON ENEMY TRACK

                      Part II

                   Advanced Methods
                   ----------------
   This part deals with methods which require the user to make changes in
the RRn.SVE file HEX code. Such changes permit the player to convert enemy
track to his use, place new track on an enemy station and build track on
parts of the map where his railroad is not currently operating.

   "Enemy track" is track of any competitor railroad, regardless of whether 
that railroad is controlled (owned) by the player's railroad or not.

   
                      The Map
                      -------
   The Tycoon map display is a grid of 256 columns (0 to 255) and 192 rows 
(0 to 191). Coordinates zero-zero are at the upper left hand corner. The 
grid is the same for all maps.

   The X-Y (column-row) coordinates for a city which are found in the 
CITIESn.DTA file represent the square which is one cursor width to the right 
of the left end of the name. To find that square, place the mouse cursor on 
the fourth character of the name and click the left mouse button. The square 
Tycoon cursor will then define the square represented by the X-Y coordinates  
for that town. 


                      Utility Programs
                      ----------------
   Certain utility programs will be found useful in carrying out the
operations described in this section. They are:

   TYDUMP.EXE - This utility provides a formatted dump of the RRn.SVE file 
which shows the location of information within the file and reveals the 
manner in which it is stored. Understanding the layout of the .SVE file is 
essential to manipulation of enemy track and facilities.

   RRTED.EXE - The X-Y coordinates for cities are most easily found by
looking in the CITIESn.DTA file. RRTED.EXE displays that file in columnar
form and permits sorting alphabetically thus making the task much easier. 
   
   HEX EDITOR - any editor, such as Norton Utilities or PC Tools, capable of
reading and editing hex files.

   XY2HEX.EXE - The locations of some things appear to be stored in the 
RRn.SVE file in a HEX word which is a direct translation of the decimal
X-Y map coordinates. However, the location for cities and track sections
is stored in a special two-byte hex word which is not a translation of
those X-Y numbers.
   XY2HEX.EXE translates the regular map coordinate numbers to the special
HEX code required to store city and track coordinates in the RRn.SVE file.
The special HEX codes can then be used to search the RRn.SVE file for
existing track sections or to enter new track sections. 

                           NOTE:
                    (U.S. Western map)
   For some reason the Y number listed in the CITIES1.DTA (U.S. Western) 
   file is eight greater than the number of the row in which the town 
   is actually located. Before converting coordinates obtained from the 
   CITIES1.DTA file, subtract 8 from the Y number.


                  RRn.SVE File Codes
                  ------------------
   It is presumed that the reader has used TYDUMP.EXE to "dump" an RRn.SVE
file and is familiar with the track information displayed in the resulting
RRn.DMP file. FIG. 3 provides an explanation of the track information
displayed in the RRn.DMP file.














     /------------------------ Map coordinates, decimal numbers
     |
     |      /----------------- track code
     |      |
     |      |        /-------- interpretation  of track code, showing type
     |      |        |         and application of track specified by the
   /----\ /---\  /------\      code. See TRAKLIST.TXT for complete listing.
   181 38 0A 00  0 10 0 0 
                 |  | | |
                 |  | |  \----------------------------- application        
                 |  | |                                   
                 |  |  \------ single/double track      0 = track only
                 |  |        0 = single, 1 = double     3 = station track*
                 |  |                                   4 = tunnel*
                 |   \-------- type of track            5 = wood bridge
                 |                                      6 = stone bridge*
   FIG. 3         \----------- owner, 0 = player        7 = iron bridge*
   ------                        1,2,3 = enemies            
                                                        * player track only

                           
   In the RRn.SVE file, track sections are defined by a four-byte HEX code.
The first two bytes of that code denote the X-Y coordinates for the 
track section. We'll call those bytes the "coordinates code." The second
two bytes define the type of track. Those bytes we'll call the "track code." 
The four-byte HEX code equivalent of the information in FIG. 3 is shown in
FIG. 4, below.

              /-------------- Coordinates code    
              |
              |     /-------- Track code
              |     |
            /---\ /---\
            8E 8D 0A 00           FIG. 4
                                  ------


               HAVE A BACK-UP
               --------------
   Before making changes in the .SVE file, establish your back-up strategy. 
If you can live with it, a previously saved game can serve as a back-up
file. If that's not satisfactory, do a second save on the game you're
about to change. 

                "BUILDING" A SWITCH ON ENEMY TRACK
                ----------------------------------
   This is an easy way to get on and off enemy track. The switch is "built"
by changing the track code of an enemy track section to a code that 
designates a switch belonging to your railroad. The procedure for changing
the code is as follows:

a- Determine the X-Y (map) coordinates of the enemy track section which is
   to be converted to your switch. This is best done by counting squares
   from some known X-Y coordinates such as those of a city. City coordinates
   are determined by using RRTED.EXE to look at the appropriate CITIES file.

b- Using XY2HEX.EXE, determine the .SVE file coordinates code for the enemy
   track section.

c- From TRAKLIST.TXT, select the switch required to produce the desired
   track configuration. Note the track code for that switch.

d- Using the HEX editor, search for the coordinates code in the RRn.SVE
   file. Change the associated track code to that of the desired switch
   (see note, below).

   After changing the code, inspect the track, using the "area" (F2) mode,
   to verify that the enemy track now has a white switch embedded in it.

                              NOTE
      The HEX code for each section of enemy track appears twice in the 
    RRn.SVE file. It is necessary to change both appearances. Usually the
    two appearances are close to each other.

                           * CAUTION *
      The sequence of HEX bytes used for the coordinates code is most often
    found only at those places related to the track section. However, on
    occasion, the same HEX bytes appear elsewhere in the file.
      Before making changes, be certain that the code you have found is
    associated with the desired track section. 


               PLACING INDIVIDUAL, REMOTE SECTIONS OF TRACK
               --------------------------------------------
    It sometimes is advantageous to be able to build track in a remote
location, not connected to the main track. To accomplish this, a HEX editor
is used to write the cordinates and track codes for the first section of
track in a null four-byte group (00 00 00 00) in the RRn.SVE file. Null
four-byte groups occur when track is removed, for whatever reason. When
track is removed, the code group is vacated and, apparently, not used again.
     Using a null code group in the middle of your code groups or the
enemy's can cause strange things to happen. The four-byte group used to
start remote track construction should be located immediately after the last
of the code groups associated with of your track. Creating the necessary
null code group and entering the required information is best accomplished
as follows:

a- At any suitable place on your track, add one section of track and then
   remove it. This will create a null code group in the RRn.SVE file,
   immediately following your the other code groups.

b- Using TYDUMP.EXE, "dump" the RRn.SVE file. View the RRn.DMP file (it's
   an ASCII file) and find the last code group for your tracks. Verify that
   there is now a null code group immediately following. Make a note of the
   X-Y coordinates of the last piece of track. You'll use those coordinates
   to locate the null code group in the RRn.SVE file.

c- Determine the X-Y (map) coordinates of the place at which you wish to
   build the first piece of track. From TRAKLIST.TXT, obtain the track code
   for the type of track section you will build there.

d- Using XY2HEX.EXE, obtain the HEX coordinates codes for the last piece of
   track and the location of the new track.

e- Using the HEX editor, search for and find the coordinates of the last
   piece of track in the RRn.SVE file. Verify that there is a null code
   group immediately following it.

f- Enter the coordinates code and the track code for the remote track
   section in the null code group. Write the changes to file.
 
g- Return to Tycoon. On the detail (F4) map, verify that the track section
   is where you intended it to be.  


                 BUILDING TRACK ON TOP OF AN ENEMY STATION
                 -----------------------------------------
   There three reasons why you might want to build a section of track on top
of an enemy station: (1) you want to run trains through the enemy station
without building a station there;  (2) you want to locate a station there
but do not want to disable the enemy station by using the "signal tower
trick" on the enemy station; (3) the enemy station is so located or has
tracks coming into it in such a way that you can not enter it normally.

   To build the track, follow the directions above under "Placing
Individual, Remote Sections Of Track."

                  Building Track Through The Station
                  ----------------------------------
   Building track to run through the station is especially handy when the
enemy tracks are at 90 degrees to each other. In that case, build a 90
degree curve on top of the station to connect his two tracks together.

                  Building A Station On The Track
                  -------------------------------   
   A station built on your track will be within the "economic radius" of
the enemy station. Therefore, to build a station it will be necessary to
first build a signal tower and then build the station. This procedure,
however, will not disable the enemy station. He will still be able to
extend his tracks from that station to other stations.

                         NOTE
   When connecting your track on top of the station to your other track, 
build out from the station track to the other track. If you build into the
station track, the computer will interpret it as the start of a rate war.


                DOUBLE TRACKING TUNNELS
                -----------------------
   Tunnels may be double tracked by changing the track code in the RRn.SVE
file. Tunnel track codes, regardless of the direction of the tunnel, always
end in "04." To double track, change the last two digits to "14." 

                       NOTE
   When operating under dispatcher control, double-tracked tunnels seem to
be "fussy" about their isolation from other tracks even though those tracks
are also double tracked. It seems that each double-tracked tunnel must have 
a signal tower at each end. Experimentation may develop other information
for you.

                DOUBLE TRACKING FERRY BOAT ROUTES
                ---------------------------------
   Ferry routes, those "tracks" across water, may also be double-tracked by
changing the code in the RRn.SVE file. But, unfortunately, ferry "track"
doesn't have any distinctive characteristic which would make it easy to find
in the RRn.SVE file. It's code is the same as single track. 
   To find the ferry track, determine the X-Y (map) coordinates and then
use the HEX coordinates code to find the track in the file. When the track
is found, double-track it by writing a "1" in the third digit position of
the track code.    

                DOUBLE TRACKING 90 DEGREE CURVES
                --------------------------------
   90 degree curves may also be double-tracked by writing a "1" into the
third digit place in the track code. To find the 90 degree curve, determine
the X-Y (map) coordinates and then use the HEX coordinates code to find the
track in file. When the track is found, double-track it by writing a "1" in
the third digit position of the track code.    

                        NOTE
   When played in the dispatcher mode, 90 degree curves, like tunnels, seem
to be a bit fussy about protection. Our limited experiments indicate that
the 90 degree curve likes to have a signal tower on at least one side. We
recommend that you double-track the curve, see if it works and, if it
doesn't, try adding signal tower(s) on one or both sides of it.

                CROSSING ENEMY TRACKS
                ---------------------
   The enemy track displayed on the screen of your monitor is only a
representation of the enemy's routes. The route information actually used
by the computer is stored somewhere else -- maybe in the .SVE file; maybe
in the .MAP file. In any case, minor changes to the enemy track display do
not seem to affect operation of the enemy railroad. 
   To cross the enemy track, simply remove the section of his track where
you want to cross. Find the track section in the .SVE file and null the
code group by entering zeros (00 00 00 00). The section of track will
disappear from the display and you can run your track through the opening.

                      NOTE
   We said *minor* changes to the display do not seem to affect enemy train
operation. Major changes are a different thing. By changing the HEX code we
straightened one of those left-right-left-right-left-right tracks that the
enemy likes to construct and made it look real nice. When we tried to run
our trains on it we got that "Impossible Route" message. We don't know if
the enemy was able to operate on it or not.  


Ed Leonard
*P JXSS19A, CIS 72305,256
Richware BBS 708-697-1606
