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		<title><![CDATA[Visual Entertainment and Technologies Forum - Archive: Mods]]></title>
		<link>https://www.ventdev.com/forums/</link>
		<description><![CDATA[Visual Entertainment and Technologies Forum - https://www.ventdev.com/forums]]></description>
		<pubDate>Tue, 14 Apr 2026 14:40:14 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Xylon Design Cars 1900-1950]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3762</link>
			<pubDate>Wed, 29 May 2019 07:39:40 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7678">moonraker</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3762</guid>
			<description><![CDATA[Have downloaded these via Steam Workshop but how do I use them in the game ? I haven't played for a while so still getting back in to things at the moment. Thanks]]></description>
			<content:encoded><![CDATA[Have downloaded these via Steam Workshop but how do I use them in the game ? I haven't played for a while so still getting back in to things at the moment. Thanks]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Real brands list]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3760</link>
			<pubDate>Wed, 15 May 2019 17:20:52 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=0">Hudler</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3760</guid>
			<description><![CDATA[Hello. I was wondering, does anyone have a list with real brands names... I mean, i know that beta aroma is Alfa Romeo, or Generic cars is General Motors, but there is many other brands that i dont know which real brand they represent. Can anyone post that list here on forum? I would be very gratefull...]]></description>
			<content:encoded><![CDATA[Hello. I was wondering, does anyone have a list with real brands names... I mean, i know that beta aroma is Alfa Romeo, or Generic cars is General Motors, but there is many other brands that i dont know which real brand they represent. Can anyone post that list here on forum? I would be very gratefull...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Modding error]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3750</link>
			<pubDate>Sun, 05 Aug 2018 05:05:09 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7370">touner</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3750</guid>
			<description><![CDATA[Please, I your need help. I made mod with almost 200 real companies and real events, but when I want to open the AI file with modding editor, it says "occured while parsing element Line%2 Column%3." In my AI file must be probably some kind of mistake. Is there any possibility how to find what is wrong in modded AI? Thanks<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".xml" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1445" target="_blank" title="">AI.xml</a> (Size: 170.53 KB / Downloads: 879)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Please, I your need help. I made mod with almost 200 real companies and real events, but when I want to open the AI file with modding editor, it says "occured while parsing element Line%2 Column%3." In my AI file must be probably some kind of mistake. Is there any possibility how to find what is wrong in modded AI? Thanks<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".xml" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1445" target="_blank" title="">AI.xml</a> (Size: 170.53 KB / Downloads: 879)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cargo Volume Modification]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3726</link>
			<pubDate>Fri, 02 Mar 2018 03:02:39 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7825">Siberian</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3726</guid>
			<description><![CDATA[Hi, Eric<br />
After some new updates a new calculation for spec_cargo and cargo rating was implemented.<br />
I have started a game long time ago, so I don't want to start a new party.<br />
I would like to modify these parameters. How can I do this?<br />
Which files should i modify?<br />
Or, at least, could i restore the parameters for previous version?]]></description>
			<content:encoded><![CDATA[Hi, Eric<br />
After some new updates a new calculation for spec_cargo and cargo rating was implemented.<br />
I have started a game long time ago, so I don't want to start a new party.<br />
I would like to modify these parameters. How can I do this?<br />
Which files should i modify?<br />
Or, at least, could i restore the parameters for previous version?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Real AIs and Real Racing Series (71 AIs + >200 Racing Series, Update 2018/01/19)]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3708</link>
			<pubDate>Fri, 19 Jan 2018 05:11:57 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7810">plotz</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3708</guid>
			<description><![CDATA[Hi all,<br />
<br />
Update 2018/04/15:<br />
1.) Amended Name file - more than 3000 real car model names from all eras added.<br />
2.) Second set of AIs: Same companies, less starting money (some will go bankrupt) and the tendency to import designs for e.g. SAIC, SAIPA, Tata and similar brands. Kann be selected in the AI selection dropdown ("Less Cash AIs").<br />
3.) Troubleshooting: Some racing series glitches removed. If you find any more, tell me.<br />
4.) Logo fix: Fiat logo is correctly displayed now<br />
<br />
Update 2018/01/28:<br />
1.) Total overhaul of the Racing Series file, adding<br />
a) realistic names for most racing series<br />
b) added realism for big racing series: restrictions for engine induction, displacement, fuel...<br />
c) changing rule sets over time, e.g. for the Indy 500, DTM, WTCC/WTCR and the Formula 1. These now consider the major eras of the sport. Formula 1 racing will change from N/A rules to the first turbo era, via 3500cc n/a engines and 3000cc V10 engines until today's V6 single turbos.<br />
d) New racing series such as the Formula E are added.<br />
find the download link below, enjoy!<br />
<br />
---<br />
Update: <br />
1.) New marques Humber, Delahaye, Locomobile, Sunbeam and ERO Car Company. <br />
2.) Quality updates: All logos now have correct transparencies. Minor glitches have been improved, too.<br />
<br />
This mod is a modified AI25.xml with real world logos, adding the following manufacturers and marques:<br />
Abadal<br />
Acura<br />
Adler<br />
Alfa<br />
AMC<br />
AMG<br />
Auto-Union<br />
BAIC<br />
Bentley<br />
Bmw<br />
Bugatti<br />
Buick<br />
Cadillac<br />
Chang'An<br />
Chery<br />
Chevrolet<br />
Chrysler<br />
Citroen<br />
Daimler<br />
Datsun<br />
Dodge<br />
Dongfeng<br />
Duesenberg<br />
FAW<br />
Ferrari<br />
Fiat<br />
Ford<br />
Geely<br />
GM<br />
GreatWall<br />
Holden<br />
Honda<br />
Hyundai<br />
Infiniti<br />
Jaguar<br />
Jeep<br />
Kia<br />
Lamborghini<br />
Lancia<br />
Land Rover<br />
Lexus<br />
Lincoln<br />
Maserati<br />
Mazda<br />
Mercedes<br />
Mercury<br />
MG<br />
Mini<br />
Mitsubishi<br />
Nissan<br />
Opel<br />
Peugeot<br />
Plymouth<br />
Porsche<br />
Renault<br />
Rolls Royce<br />
Rover<br />
SAIC<br />
SAIPA<br />
SEAT<br />
Skoda<br />
Smart<br />
Suzuki<br />
Tata<br />
Toyota<br />
VW<br />
<br />
They all come with logos, HQ locations and starting dates. Some of the brands are child marques of other manufacturers. For the sake of an alternate history, many younger takeovers are not taken into account.<br />
<br />
Known issues: FIAT Logo has a white spot in the "A", FAW logo has a jagged border. Will correct this sooner or later.<br />
<br />
This is version 0.4.<br />
<br />
For version 0.5 and above I will strive to add a few more brands that shaped automobile history (e.g. Hispano Suiza, Panhard, Tesla, Oldsmobile, the different Auto Union brands, Subaru, Volvo and Saab).<br />
<br />
Installation: <br />
1.) Extract the file contents to your GearCity/media/Mods folder<br />
2.) Activate in the Configuration tool, sheet "Modifications". <br />
3.) Play! (Mod is for Base City Map)<br />
<br />
Download link:<br />
v0.4 (current): <a href="https://steamcommunity.com/linkfilter/?url=http://filehorst.de/d/cbIureBB" target="_blank" rel="noopener" class="mycode_url">http://filehorst.de/d/cbIureBB</a>]]></description>
			<content:encoded><![CDATA[Hi all,<br />
<br />
Update 2018/04/15:<br />
1.) Amended Name file - more than 3000 real car model names from all eras added.<br />
2.) Second set of AIs: Same companies, less starting money (some will go bankrupt) and the tendency to import designs for e.g. SAIC, SAIPA, Tata and similar brands. Kann be selected in the AI selection dropdown ("Less Cash AIs").<br />
3.) Troubleshooting: Some racing series glitches removed. If you find any more, tell me.<br />
4.) Logo fix: Fiat logo is correctly displayed now<br />
<br />
Update 2018/01/28:<br />
1.) Total overhaul of the Racing Series file, adding<br />
a) realistic names for most racing series<br />
b) added realism for big racing series: restrictions for engine induction, displacement, fuel...<br />
c) changing rule sets over time, e.g. for the Indy 500, DTM, WTCC/WTCR and the Formula 1. These now consider the major eras of the sport. Formula 1 racing will change from N/A rules to the first turbo era, via 3500cc n/a engines and 3000cc V10 engines until today's V6 single turbos.<br />
d) New racing series such as the Formula E are added.<br />
find the download link below, enjoy!<br />
<br />
---<br />
Update: <br />
1.) New marques Humber, Delahaye, Locomobile, Sunbeam and ERO Car Company. <br />
2.) Quality updates: All logos now have correct transparencies. Minor glitches have been improved, too.<br />
<br />
This mod is a modified AI25.xml with real world logos, adding the following manufacturers and marques:<br />
Abadal<br />
Acura<br />
Adler<br />
Alfa<br />
AMC<br />
AMG<br />
Auto-Union<br />
BAIC<br />
Bentley<br />
Bmw<br />
Bugatti<br />
Buick<br />
Cadillac<br />
Chang'An<br />
Chery<br />
Chevrolet<br />
Chrysler<br />
Citroen<br />
Daimler<br />
Datsun<br />
Dodge<br />
Dongfeng<br />
Duesenberg<br />
FAW<br />
Ferrari<br />
Fiat<br />
Ford<br />
Geely<br />
GM<br />
GreatWall<br />
Holden<br />
Honda<br />
Hyundai<br />
Infiniti<br />
Jaguar<br />
Jeep<br />
Kia<br />
Lamborghini<br />
Lancia<br />
Land Rover<br />
Lexus<br />
Lincoln<br />
Maserati<br />
Mazda<br />
Mercedes<br />
Mercury<br />
MG<br />
Mini<br />
Mitsubishi<br />
Nissan<br />
Opel<br />
Peugeot<br />
Plymouth<br />
Porsche<br />
Renault<br />
Rolls Royce<br />
Rover<br />
SAIC<br />
SAIPA<br />
SEAT<br />
Skoda<br />
Smart<br />
Suzuki<br />
Tata<br />
Toyota<br />
VW<br />
<br />
They all come with logos, HQ locations and starting dates. Some of the brands are child marques of other manufacturers. For the sake of an alternate history, many younger takeovers are not taken into account.<br />
<br />
Known issues: FIAT Logo has a white spot in the "A", FAW logo has a jagged border. Will correct this sooner or later.<br />
<br />
This is version 0.4.<br />
<br />
For version 0.5 and above I will strive to add a few more brands that shaped automobile history (e.g. Hispano Suiza, Panhard, Tesla, Oldsmobile, the different Auto Union brands, Subaru, Volvo and Saab).<br />
<br />
Installation: <br />
1.) Extract the file contents to your GearCity/media/Mods folder<br />
2.) Activate in the Configuration tool, sheet "Modifications". <br />
3.) Play! (Mod is for Base City Map)<br />
<br />
Download link:<br />
v0.4 (current): <a href="https://steamcommunity.com/linkfilter/?url=http://filehorst.de/d/cbIureBB" target="_blank" rel="noopener" class="mycode_url">http://filehorst.de/d/cbIureBB</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Why the World map is so strange?]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3352</link>
			<pubDate>Sat, 20 May 2017 01:18:37 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=0">Siberian</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3352</guid>
			<description><![CDATA[Hi, Eric<br />
It looks like the cities DB is quite strange. In-game world is REALLY unrealistic, and with the new cities distribution it becomes even more strange. Why do you ignore even the most populated areas of the world? India, Indonesia, China? I've missed even some strategically important areas in Europe and US. For example, Nordrhein - Westfalen and Ruhr areas in Germany or NOVA aglomeration in the US. Even more, there is no such place as Washington DC. Russia now is just a Great Wasteland. I don't mention about my beloved Siberia - there are no settlements there at all. And with new version Baku is gone. Well done, all those backward azerbaijani still don't use cars. They prefer donkeys and camels. But is it good for your game? <br />
Of course, with the new Base Map you implemented a possibility to add new cities, and I've already added a bunch of them (about 100) to the game. But I getting tired of permanent map modding. But without it, the game looks unplayable.]]></description>
			<content:encoded><![CDATA[Hi, Eric<br />
It looks like the cities DB is quite strange. In-game world is REALLY unrealistic, and with the new cities distribution it becomes even more strange. Why do you ignore even the most populated areas of the world? India, Indonesia, China? I've missed even some strategically important areas in Europe and US. For example, Nordrhein - Westfalen and Ruhr areas in Germany or NOVA aglomeration in the US. Even more, there is no such place as Washington DC. Russia now is just a Great Wasteland. I don't mention about my beloved Siberia - there are no settlements there at all. And with new version Baku is gone. Well done, all those backward azerbaijani still don't use cars. They prefer donkeys and camels. But is it good for your game? <br />
Of course, with the new Base Map you implemented a possibility to add new cities, and I've already added a bunch of them (about 100) to the game. But I getting tired of permanent map modding. But without it, the game looks unplayable.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Quick Mod Tools Tutorial]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3273</link>
			<pubDate>Fri, 10 Feb 2017 11:11:38 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3273</guid>
			<description><![CDATA[Hello everyone, this is just a quick, lightly detailed overview of the mod tools and how to use them. More detailed tutorials will come after I implement the official Gearcity wiki page. This is not really meant to be comprehensive or anything. Before v1.22 comes out the mod tools are a use and learn at your own risk type deal.<br />
<br />
<br />
First an overview of the map/mod system.<br />
<br />
The editable parts of the game are broken down into two systems. <br />
-The "Map" files which consists of map specific artwork, city artwork, news artwork, AI artwork, and scripts that use city ID's. These include the City information files, AI files, and the Turn Events file. <br />
-The "Mod" Flies consist of scripts not specifically tied to the map files. Although components.xml and turnevents files do share some linkage. The mod files can also override files, such as turnevents, on specific map.<br />
<br />
Currently on the Map files are implemented.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Map Tools</span><br />
You can find maps in the game in the "install location/media/Maps" folder. Each map has it's own folder, two xml files, one for use in game, the other for the editor, and a number of folders and scripts in specific locations.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">You may want to back up the map folder before changing anything there. You can break the game. Deleting the map folder then verifying game cache would also fix any issues if you break something.</span> <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /><br />
<br />
To open a map in the editor, click "Map Data Tools", "Open Map Data", then navigate to the folder with your map data and select the "MapFileForModTools.xml"  (Please note, if you are currently working on a map and it is not completed, you should save it in a different location outside of the game. You can then load the xml files that file. This is to prevent the game from crashing on load.)<br />
<br />
The Test Dot City map is probably the best to play around with. <br />
<br />
You will notice on the left hand side various locations and folders. The exporter will look for specific files in these locations. So when you edit AI files, or City Data, please save those files in these folders.<br />
<br />
If you're editing an existing map and do not want to overwrite it. Be sure to rename the map under "Map Name" before exporting.<br />
<br />
All artwork must be saved in zip files and have unique names, and may not contain folders in the zip files.<br />
<br />
To export the map, click export. Navigate to the /media/maps folder. A new folder will be saved with the name of the map and all files will be moved to that location.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">City Tools</span><br />
The city script files are located in the  "install location/media/Maps/Map Name/scripts" folder. The tools are pretty self explanatory. Using a dot city map, such as Test Dot City map, you can add remove cities from the game using these files. Go ahead and open Test Dot City map's city xml file and add a city. Be sure to fill out all the information, then save it over the old xml file. You should see your new city in the game. <br />
(Two points, First, the world coordinates will place the dot on the map, so be sure these are correct! Second point, removing cities will not automatically adjust turnevents or AI HQ locations city information at this time. So if you remove a city, you will have to adjust both of those files as well.  I'll be adding a automated solution to this in the near future.)<br />
<br />
You can also interpolate data between multiple points. For instance, in the "Classic Map" you'll see city files for 1980, 1950, 1930, and 1900. The mod tools will automatically adjust growth rates for you between the files if you load them. If you're making/editing something form scratch, it is best to start on the last year first and work your way backwards. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AI and Turn Events</span><br />
Both of these files use other files. For instance the AI files use the city files for HQ locations of companies. The Turn Events link multiple files to world events as well. It can alter city's as well components.<br />
<br />
In short, you'll find a couple of file loaders for both of these tools. Load the appropriate files, and modifying things such as HQ city locations for AI companies will become much more easy.<br />
<br />
(Note, with the turn events files, unless you plan on re-translating the entire game to multiple languages, it is probably best to avoid the "Localization" checkboxes for news events. )<br />
<br />
As I said, a nice quick overview. I'll have a better one with pictures in about a month or two. (Will make it while I work on the new map system.)]]></description>
			<content:encoded><![CDATA[Hello everyone, this is just a quick, lightly detailed overview of the mod tools and how to use them. More detailed tutorials will come after I implement the official Gearcity wiki page. This is not really meant to be comprehensive or anything. Before v1.22 comes out the mod tools are a use and learn at your own risk type deal.<br />
<br />
<br />
First an overview of the map/mod system.<br />
<br />
The editable parts of the game are broken down into two systems. <br />
-The "Map" files which consists of map specific artwork, city artwork, news artwork, AI artwork, and scripts that use city ID's. These include the City information files, AI files, and the Turn Events file. <br />
-The "Mod" Flies consist of scripts not specifically tied to the map files. Although components.xml and turnevents files do share some linkage. The mod files can also override files, such as turnevents, on specific map.<br />
<br />
Currently on the Map files are implemented.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Map Tools</span><br />
You can find maps in the game in the "install location/media/Maps" folder. Each map has it's own folder, two xml files, one for use in game, the other for the editor, and a number of folders and scripts in specific locations.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">You may want to back up the map folder before changing anything there. You can break the game. Deleting the map folder then verifying game cache would also fix any issues if you break something.</span> <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /><br />
<br />
To open a map in the editor, click "Map Data Tools", "Open Map Data", then navigate to the folder with your map data and select the "MapFileForModTools.xml"  (Please note, if you are currently working on a map and it is not completed, you should save it in a different location outside of the game. You can then load the xml files that file. This is to prevent the game from crashing on load.)<br />
<br />
The Test Dot City map is probably the best to play around with. <br />
<br />
You will notice on the left hand side various locations and folders. The exporter will look for specific files in these locations. So when you edit AI files, or City Data, please save those files in these folders.<br />
<br />
If you're editing an existing map and do not want to overwrite it. Be sure to rename the map under "Map Name" before exporting.<br />
<br />
All artwork must be saved in zip files and have unique names, and may not contain folders in the zip files.<br />
<br />
To export the map, click export. Navigate to the /media/maps folder. A new folder will be saved with the name of the map and all files will be moved to that location.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">City Tools</span><br />
The city script files are located in the  "install location/media/Maps/Map Name/scripts" folder. The tools are pretty self explanatory. Using a dot city map, such as Test Dot City map, you can add remove cities from the game using these files. Go ahead and open Test Dot City map's city xml file and add a city. Be sure to fill out all the information, then save it over the old xml file. You should see your new city in the game. <br />
(Two points, First, the world coordinates will place the dot on the map, so be sure these are correct! Second point, removing cities will not automatically adjust turnevents or AI HQ locations city information at this time. So if you remove a city, you will have to adjust both of those files as well.  I'll be adding a automated solution to this in the near future.)<br />
<br />
You can also interpolate data between multiple points. For instance, in the "Classic Map" you'll see city files for 1980, 1950, 1930, and 1900. The mod tools will automatically adjust growth rates for you between the files if you load them. If you're making/editing something form scratch, it is best to start on the last year first and work your way backwards. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AI and Turn Events</span><br />
Both of these files use other files. For instance the AI files use the city files for HQ locations of companies. The Turn Events link multiple files to world events as well. It can alter city's as well components.<br />
<br />
In short, you'll find a couple of file loaders for both of these tools. Load the appropriate files, and modifying things such as HQ city locations for AI companies will become much more easy.<br />
<br />
(Note, with the turn events files, unless you plan on re-translating the entire game to multiple languages, it is probably best to avoid the "Localization" checkboxes for news events. )<br />
<br />
As I said, a nice quick overview. I'll have a better one with pictures in about a month or two. (Will make it while I work on the new map system.)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Problem with Stock Market (using Mod)]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2923</link>
			<pubDate>Fri, 08 Jul 2016 12:47:50 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7456">mistreated</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2923</guid>
			<description><![CDATA[I created a mod for version 1.19 using real Logos and Names and it was working fine. Now I started a new game in 1.20 and I used the same mod. The problem is that until 1908 I am the only company appearing at the stock page. Is this normal (meaning that it is matter of time for other companies to show) or something has changed and I have to modify the mod accordingly? I have also noticed that the initial price per share for an IPO is always 10&#36;, is this normal ?(amount generated looks to increase). Although probably irrelevant I didn't go public until now.<br />
<hr class="mycode_hr" />
Sorry, false alarm, I quickly advanced the game until 1911 and the stock page has now other companies too. So it looks like the 10 first years the companies don't go public. I also tested to go public and verified that the other companies bought shares of my company and in whole the stock market is much more interesting now. I also want to congratulate you for the HUGE improvement in the past crash issues especially during the design of the car and during the use of districts and world map. 8 game years now without any problem at all! Thank you and sorry again for the false alarm!]]></description>
			<content:encoded><![CDATA[I created a mod for version 1.19 using real Logos and Names and it was working fine. Now I started a new game in 1.20 and I used the same mod. The problem is that until 1908 I am the only company appearing at the stock page. Is this normal (meaning that it is matter of time for other companies to show) or something has changed and I have to modify the mod accordingly? I have also noticed that the initial price per share for an IPO is always 10&#36;, is this normal ?(amount generated looks to increase). Although probably irrelevant I didn't go public until now.<br />
<hr class="mycode_hr" />
Sorry, false alarm, I quickly advanced the game until 1911 and the stock page has now other companies too. So it looks like the 10 first years the companies don't go public. I also tested to go public and verified that the other companies bought shares of my company and in whole the stock market is much more interesting now. I also want to congratulate you for the HUGE improvement in the past crash issues especially during the design of the car and during the use of districts and world map. 8 game years now without any problem at all! Thank you and sorry again for the false alarm!]]></content:encoded>
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			<title><![CDATA[New Cities]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2877</link>
			<pubDate>Sun, 01 May 2016 09:30:05 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7456">mistreated</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2877</guid>
			<description><![CDATA[Hi, I tried to add a couple of towns by modifying the cities db files but unfortunately it didn't work. Do I have to modify something else or this something not possible to do? (e.g number of cities hardcoded. Making changes to existing cities works fine). Thank you...]]></description>
			<content:encoded><![CDATA[Hi, I tried to add a couple of towns by modifying the cities db files but unfortunately it didn't work. Do I have to modify something else or this something not possible to do? (e.g number of cities hardcoded. Making changes to existing cities works fine). Thank you...]]></content:encoded>
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			<title><![CDATA[User Useable Icon Locations?]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2854</link>
			<pubDate>Mon, 01 Feb 2016 01:41:03 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7399">WolveNZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2854</guid>
			<description><![CDATA[Where (and if possible) are the definitions to define the logos the user can use?<br />
<br />
I know where the logo files go and where the AI is to use them. Bug I cannot for the life of me find where the user ones are...]]></description>
			<content:encoded><![CDATA[Where (and if possible) are the definitions to define the logos the user can use?<br />
<br />
I know where the logo files go and where the AI is to use them. Bug I cannot for the life of me find where the user ones are...]]></content:encoded>
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			<title><![CDATA[[i]2 Stroke[/i]]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2853</link>
			<pubDate>Sun, 31 Jan 2016 03:50:00 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7399">WolveNZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2853</guid>
			<description><![CDATA[Whoo!<br />
<br />
Pictures!!<br />
<br />
<img src="http://img05.deviantart.net/5ce4/i/2016/031/6/2/gearcity_2016_01_31_21_38_24_09_by_thorwedd-d9pysrg.jpg" loading="lazy"  alt="[Image: gearcity_2016_01_31_21_38_24_09_by_thorwedd-d9pysrg.jpg]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">Custom engine layout to allow for custom valves.</span><br />
<img src="http://img02.deviantart.net/5b5a/i/2016/031/4/0/gearcity_2016_01_31_21_38_34_21_by_thorwedd-d9pysrp.jpg" loading="lazy"  alt="[Image: gearcity_2016_01_31_21_38_34_21_by_thorwedd-d9pysrp.jpg]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">Fuel Types</span><br />
<img src="http://img07.deviantart.net/b688/i/2016/031/9/8/gearcity_2016_01_31_21_38_52_85_by_thorwedd-d9pyss3.jpg" loading="lazy"  alt="[Image: gearcity_2016_01_31_21_38_52_85_by_thorwedd-d9pyss3.jpg]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">I have descriptions for everything, It just happened that the last think I clicked on were the pistons.</span><br />
<img src="http://img01.deviantart.net/2e94/i/2016/031/8/9/gearcity_2016_01_31_21_39_17_81_by_thorwedd-d9pysr1.jpg" loading="lazy"  alt="[Image: gearcity_2016_01_31_21_39_17_81_by_thorwedd-d9pysr1.jpg]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">Comparable to a similar sized 4 Stroke in power.</span><br />
<br />
Stuff added-<br />
- New engine layout for straight 2-strokes<br />
- Two fuels setup for new 2-strokes<br />
- Six 'Valve' types setup<br />
- Placeholder pictures for all<br />
- Basic descriptions for all<br />
- Very little balancing what-so-ever<br />
- Absolutely no testing<br />
<br />
If anyone's interested in mucking with the mess Ive been making this afternoon, I can zip up the files and upload.]]></description>
			<content:encoded><![CDATA[Whoo!<br />
<br />
Pictures!!<br />
<br />
<img src="http://img05.deviantart.net/5ce4/i/2016/031/6/2/gearcity_2016_01_31_21_38_24_09_by_thorwedd-d9pysrg.jpg" loading="lazy"  alt="[Image: gearcity_2016_01_31_21_38_24_09_by_thorwedd-d9pysrg.jpg]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">Custom engine layout to allow for custom valves.</span><br />
<img src="http://img02.deviantart.net/5b5a/i/2016/031/4/0/gearcity_2016_01_31_21_38_34_21_by_thorwedd-d9pysrp.jpg" loading="lazy"  alt="[Image: gearcity_2016_01_31_21_38_34_21_by_thorwedd-d9pysrp.jpg]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">Fuel Types</span><br />
<img src="http://img07.deviantart.net/b688/i/2016/031/9/8/gearcity_2016_01_31_21_38_52_85_by_thorwedd-d9pyss3.jpg" loading="lazy"  alt="[Image: gearcity_2016_01_31_21_38_52_85_by_thorwedd-d9pyss3.jpg]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">I have descriptions for everything, It just happened that the last think I clicked on were the pistons.</span><br />
<img src="http://img01.deviantart.net/2e94/i/2016/031/8/9/gearcity_2016_01_31_21_39_17_81_by_thorwedd-d9pysr1.jpg" loading="lazy"  alt="[Image: gearcity_2016_01_31_21_39_17_81_by_thorwedd-d9pysr1.jpg]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">Comparable to a similar sized 4 Stroke in power.</span><br />
<br />
Stuff added-<br />
- New engine layout for straight 2-strokes<br />
- Two fuels setup for new 2-strokes<br />
- Six 'Valve' types setup<br />
- Placeholder pictures for all<br />
- Basic descriptions for all<br />
- Very little balancing what-so-ever<br />
- Absolutely no testing<br />
<br />
If anyone's interested in mucking with the mess Ive been making this afternoon, I can zip up the files and upload.]]></content:encoded>
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		<item>
			<title><![CDATA[Jakes Engine Layout Tool Thing]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2851</link>
			<pubDate>Fri, 29 Jan 2016 22:19:53 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7399">WolveNZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2851</guid>
			<description><![CDATA[<span style="font-size: medium;" class="mycode_size">So, I was drinking the other night and decided to have some fun.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">So, I fired up Excel...</span> </span><br />
<br />
<br />
Jokes aside, here is a tool thing for making engine layouts, you input the stats you want, compatible cylinders, induction, fuels, next of kin, length, width etc..<br />
<br />
and you get a string of text that you can plonk into the components.xml and use.<br />
<br />
Just <span style="color: #FF0000;" class="mycode_color">don't edit the stuff in red</span>, and <span style="color: #32CD32;" class="mycode_color">edit the stuff in green...</span> if anyone finds a use for this.<br />
<br />
If you do find a use for this, then go for it.<br />
<br />
<span style="color: #FF6347;" class="mycode_color"><span style="font-size: small;" class="mycode_size">WHAT IT DOSNT DO:<br />
- Magically add it into the game.<br />
- Automatically add in your custom stuff.<br />
- Automatically edit your localization.</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i">NOTE:<br />
If I knew where/how to find out the formulas to calculate the in-game stats, then I *might* be able to make a simulator to compare two layouts of common settings. </span><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1273" target="_blank" title="">Excel Required.zip</a> (Size: 29.99 KB / Downloads: 1182)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[<span style="font-size: medium;" class="mycode_size">So, I was drinking the other night and decided to have some fun.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">So, I fired up Excel...</span> </span><br />
<br />
<br />
Jokes aside, here is a tool thing for making engine layouts, you input the stats you want, compatible cylinders, induction, fuels, next of kin, length, width etc..<br />
<br />
and you get a string of text that you can plonk into the components.xml and use.<br />
<br />
Just <span style="color: #FF0000;" class="mycode_color">don't edit the stuff in red</span>, and <span style="color: #32CD32;" class="mycode_color">edit the stuff in green...</span> if anyone finds a use for this.<br />
<br />
If you do find a use for this, then go for it.<br />
<br />
<span style="color: #FF6347;" class="mycode_color"><span style="font-size: small;" class="mycode_size">WHAT IT DOSNT DO:<br />
- Magically add it into the game.<br />
- Automatically add in your custom stuff.<br />
- Automatically edit your localization.</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i">NOTE:<br />
If I knew where/how to find out the formulas to calculate the in-game stats, then I *might* be able to make a simulator to compare two layouts of common settings. </span><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1273" target="_blank" title="">Excel Required.zip</a> (Size: 29.99 KB / Downloads: 1182)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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		<item>
			<title><![CDATA[Tech mod]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2845</link>
			<pubDate>Sun, 24 Jan 2016 09:44:12 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7370">touner</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2845</guid>
			<description><![CDATA[So guys! I tried to make some mod for real freaks of new technologies. Right now my modification of Gear City includes:<br />
Axial Engines<br />
Free pistons engines<br />
Propulsion engines<br />
Nuclear engines (for fans of Ford Nucleon <img src="https://www.ventdev.com/forums/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_31" /> )<br />
Thorium engines (for sci-fi fans)<br />
Paut Engines <br />
Laser as fuel<br />
<br />
New drivetrains: <br />
-Experimental <br />
-Hybrid<br />
<br />
Tatra frametype (just because I am a fan of Tatra cars)<br />
<br />
and 4 new vehicle types:<br />
- Kit-car<br />
- Speedster<br />
- Threewheeler<br />
- Experimental car<br />
<br />
Unfortunately I have no meshes so I used for these vehicle types some few already existing meshes.<br />
<br />
If are you interested, I can upload it here, but I am still testing this mod. I also didnt finished design of new components yet, co I use pictures of another components. <br />
<br />
Sorry for my english, I am a czech guy.....<img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" />]]></description>
			<content:encoded><![CDATA[So guys! I tried to make some mod for real freaks of new technologies. Right now my modification of Gear City includes:<br />
Axial Engines<br />
Free pistons engines<br />
Propulsion engines<br />
Nuclear engines (for fans of Ford Nucleon <img src="https://www.ventdev.com/forums/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_31" /> )<br />
Thorium engines (for sci-fi fans)<br />
Paut Engines <br />
Laser as fuel<br />
<br />
New drivetrains: <br />
-Experimental <br />
-Hybrid<br />
<br />
Tatra frametype (just because I am a fan of Tatra cars)<br />
<br />
and 4 new vehicle types:<br />
- Kit-car<br />
- Speedster<br />
- Threewheeler<br />
- Experimental car<br />
<br />
Unfortunately I have no meshes so I used for these vehicle types some few already existing meshes.<br />
<br />
If are you interested, I can upload it here, but I am still testing this mod. I also didnt finished design of new components yet, co I use pictures of another components. <br />
<br />
Sorry for my english, I am a czech guy.....<img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Location of Files Concerning Contracts]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2843</link>
			<pubDate>Tue, 19 Jan 2016 04:11:37 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7399">WolveNZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2843</guid>
			<description><![CDATA[Now, I know their the engine contract information in the components.xml<br />
<br />
but, I must be blind (or going nuts) because I cant find any information regarding the fleet contracts (Ie. Taxi's etc.)<br />
<br />
Where (if editable)?]]></description>
			<content:encoded><![CDATA[Now, I know their the engine contract information in the components.xml<br />
<br />
but, I must be blind (or going nuts) because I cant find any information regarding the fleet contracts (Ie. Taxi's etc.)<br />
<br />
Where (if editable)?]]></content:encoded>
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		<item>
			<title><![CDATA[OPEL]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2823</link>
			<pubDate>Sun, 27 Dec 2015 04:53:07 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7399">WolveNZ</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2823</guid>
			<description><![CDATA[OPEL!<br />
<br />
Phew, an hour or so's work, still missing some logo's from some time periods and some variations.<br />
<br />
<span style="font-size: x-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">uses potentially copyrighted material taken from various websites, so donno if I can upload it.</span></span><br />
<br />
Also some translate into the game pretty shoddily, the dds's are clear but some details are a bit small - so might have to de-detail the logo's...<br />
<br />
<img src="http://orig15.deviantart.net/a7d2/f/2015/361/5/b/opel_by_thorwedd-d9lmkye.png" loading="lazy"  alt="[Image: opel_by_thorwedd-d9lmkye.png]" class="mycode_img" /><br />
<br />
all fully mirrorable, sizeable and using the Hood Scoop category until I find out how to setup new ones...]]></description>
			<content:encoded><![CDATA[OPEL!<br />
<br />
Phew, an hour or so's work, still missing some logo's from some time periods and some variations.<br />
<br />
<span style="font-size: x-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">uses potentially copyrighted material taken from various websites, so donno if I can upload it.</span></span><br />
<br />
Also some translate into the game pretty shoddily, the dds's are clear but some details are a bit small - so might have to de-detail the logo's...<br />
<br />
<img src="http://orig15.deviantart.net/a7d2/f/2015/361/5/b/opel_by_thorwedd-d9lmkye.png" loading="lazy"  alt="[Image: opel_by_thorwedd-d9lmkye.png]" class="mycode_img" /><br />
<br />
all fully mirrorable, sizeable and using the Hood Scoop category until I find out how to setup new ones...]]></content:encoded>
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