[OTTD]Pyo's screens

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STD
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Re: [OTTD]Pyo's screens

Post by STD »

Very interesting to watch the development of your network. :))
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Re: [OTTD]Pyo's screens

Post by Pyoro »

So I was sitting here, thinking I haven't played OTTD in quite a while, loaded up the same save I always play ;) thinking about expanding the network a bit more ...
network.png
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... but I just didn't see anything anymore. I think it's time to actually, finally, go for a new save game ^^;

I suppose I could then also finally compile a newer OTTD version with patches. Oh well. I'll have to carefully think about that xD
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Re: [OTTD]Pyo's screens

Post by Pyoro »

So I thought I'd do a casual, sandbox-y aesthetics game. Just from ground up building some sort of network or something. That hopefully will look nice.
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I picked this bay as the area that'll concern me for now. I like bays. This was one has some very steep mountains around it, which will limit space quite a bit, but, heck, might make things more interesting.
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I usually start by connecting towns and cleaning up town layouts a bit. Kiryu also gets a little park around the castle.
On a side note, this is a patched OpenTTD (New Maps), with that little houses-don't-build-on-slopes patch applied. And daylength.
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Then trains. Some sort of local line around the bay seemed appropriate. I'll do the stations nicely later on.
Last edited by Pyoro on 07 Nov 2016 16:00, edited 1 time in total.
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Re: [OTTD]Pyo's screens

Post by Pyoro »

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A bit of a depot or something at Machida. Not much space to build any sort of huge maintenance facility, but, well, it's better than just those 1 tile depots...
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Kiryu gets a harbor and the start of a freight line that as of now goes absolutely nowhere. But it seemed like a good idea at the time.
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Just continuing the line around the bay. As cargo dist is on for passengers, train stations are connected to the central bus stations with local buses. Which will make a bit more sense once the towns grow a bit more, I suppose (surprisingly, the buses are profitable right from the beginning ^^; ).
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Re: [OTTD]Pyo's screens

Post by Pyoro »

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Nagoya is end of the line, so far. The little loop there is just to keep trains running properly, nothing final. It also got a park near the temple.
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A bay without ships is like a train without cars. Or something. So here's some sort of shipyard. For now, there's just some fishing going on.
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And the cargo line that still goes nowhere also got extended. I quite like how that turned out.
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Re: [OTTD]Pyo's screens

Post by leifbk »

Pyoro wrote:aesthetics_09.png
A bay without ships is like a train without cars. Or something. So here's some sort of shipyard. For now, there's just some fishing going on.
A neat little harbour. I like that.
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Re: [OTTD]Pyo's screens

Post by Pyoro »

leifbk wrote:A neat little harbour. I like that.
Coming from the no-trains-guy that's gotta mean something ;)
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Time to get a bit of cargo started. Simple production; the planks are then transported down to the bay ...
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... which needs a nice, curvy road. I'm never sure just how curvy to make those, but I think this one turned out OK.
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Naha can into fishery. Things are happening :)
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Re: [OTTD]Pyo's screens

Post by Pyoro »

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Of course, I then decided to extend the cargo line around the bay (still not transporting anything), mowing right through the cozy little village. Still, they'll recover ;)
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Nagoya gets to look a little nicer in preperation for the cargo line to extend there.
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And the bus routes are extended to small, snowy villages. Mainly to get towns to grow.
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Re: [OTTD]Pyo's screens

Post by Pyoro »

aesthetics_17.png
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The cargo line now actually gets to run. I quite like how this turned out; truly.
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Since there's enough things going on to have some town growth I started some land recovery programs ;) Thanks to NewMaps those bridges are possible.
Cargo train length was also increased to more aesthetically pleasing lengths.

Still thinking about some sort of passenger harbors, though.
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Re: [OTTD]Pyo's screens

Post by Pyoro »

aesthetics_20.png
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A further extension of the line. The town there is slightly offscreen, to the left ;) Thinking about doing some canals there, we'll see how it looks with Japanese houses.
aesthetics_21.png
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Nagoya needed to be modified a bit for the lines there. Everything running smoothly, but that's no surprise, given how simple the setup is so far ^^;
aesthetics_23.png
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Some more details and a proper cargo station at Kiryu.
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Re: [OTTD]Pyo's screens

Post by S-Transport »

Nice!
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Re: [OTTD]Pyo's screens

Post by Pyoro »

Had some weird issue with building on a certain tile consistently crashing the game ... tsk. Still, three new ones - squeezed in a Shinkansen line ;)
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Re: [OTTD]Pyo's screens

Post by Pilot »

I don't think the residents of Naha will be too happy with you, with a Shinkansen line straight through the middle of their town! :shock:
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Re: [OTTD]Pyo's screens

Post by Pyoro »

I wouldn''t say "through the middle", it's more like the entire village is squeezed in between a cargo line and a Shinkansen line :lol: ... but, hey, Shinkansen are surprisingly quiet. They run through Tokyo, too. Gotta be fine. ^^
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Nevertheless I decided to change things bit. Better, right?
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A bit of industry. Seriously. I should've picked something with more space, there's barely anywhere to put anything :?
aesthetics_29.png
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Bay area looks like this now. Now where do I put the highway ... :|
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Re: [OTTD]Pyo's screens

Post by Pyoro »

Haven't played much lately, but thought I'd just show the entire region.
(in case it's not obvious, I "black-spaced" the boring part of the map ;) )
aesthetics_30b.png
(9.54 MiB) Not downloaded yet
Tried to build a more interesting airport for the first time. Probably makes little sense in terms of realism, but, eh. Can't be worse than BERlin :lol:
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Re: [OTTD]Pyo's screens

Post by Pyoro »

Worked on some corners of the map.
aesthetics_31.png
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Tama got a harbor and expanded into the North.
aesthetics_32.png
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A new beach here, some bridges and lighthouses there...
aesthetics_33.png
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Details make all the difference. Compare the screenshot above ^^;
There still isn't all that much industry on the map. That's probably the next thing I'll work on.
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Re: [OTTD]Pyo's screens

Post by Pyoro »

Got started on the next part of the map.

Train lines are getting a bit busier with more lines running now, although not dreadfully so.
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In this alt history scenario, Japan built Western-style harbor defenses. For some reason. ;)
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This farmer mastered the ancient art of growing crops under bridges.
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Re: [OTTD]Pyo's screens

Post by Pyoro »

Overview of the region: before / after. Well, the towns need to grow a bit now. ^^
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Re: [OTTD]Pyo's screens

Post by Pyoro »

So I noticed I forgot to compile this one without autosep. And I thought I'd try larger catchment areas for a more "realistic" feel, even if it's kinda cheaty.
Well, I added auto separation, but obviously that made save games incompatible, as I forgot to increase version. I did that, which then broke revision for some reason, which meant that FIRS version check failed. So I set up a compile environment where FIRS-minus-version-check could be compiled, and now I'm sitting here surprised that it ultimately actually worked. Well, so far anyway. ^^
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Expanded the network a bit more, but cities need to grow a bit before it looks nice. Well, that's the downside of playing with day length, everything takes longer ;)
aesthetics_41.png
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Re: [OTTD]Pyo's screens

Post by zshock »

I like the detail in your builds :)

What grf are you using for those black bridges?
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