Advanced town growth
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Advanced town growth
It is not exactly suggestion, rather question: is anybody interested in patch with advanced towngroth? Especially: is it chance for trunk inclusion higher than 0?
Done: goods, food may be required in arctic based on town size.
Possible: goods, food, passengers, mail & water cargos required in all climates, requirement may be based on city size, constant flat rate, contant flat rate for snow/desert.
Done: goods, food may be required in arctic based on town size.
Possible: goods, food, passengers, mail & water cargos required in all climates, requirement may be based on city size, constant flat rate, contant flat rate for snow/desert.
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Re: Advanced town growth
Not a bad idea, not at all!
Sometimes, I had cities that grew too much only because I had a good bus service within them, and other times I was angry that cities didn't grow enough even if I transported massive ammounts of goods to them.
Thumbs up!
Sometimes, I had cities that grew too much only because I had a good bus service within them, and other times I was angry that cities didn't grow enough even if I transported massive ammounts of goods to them.
Thumbs up!

Re: Advanced town growth
The problems with such a patch are:
* Either it is not general enough to cover whatever players might want.
* Or it creates a mess of configuration options, which are too much to deal with, while not being extensible at the same time.
* Relying on certain cargotypes creates incompatibilities to other extensions, esp. industry and house grfs.
So my (biased!) opinion is that towngrowth should be controlled via "plugins". (i.e. NewGRFs.
)
At the top of http://wiki.openttd.org/Frosch/Town_Control (be careful, lots of technical gibberish) you also find some links to what other people did in the past.
* Either it is not general enough to cover whatever players might want.
* Or it creates a mess of configuration options, which are too much to deal with, while not being extensible at the same time.
* Relying on certain cargotypes creates incompatibilities to other extensions, esp. industry and house grfs.
So my (biased!) opinion is that towngrowth should be controlled via "plugins". (i.e. NewGRFs.

At the top of http://wiki.openttd.org/Frosch/Town_Control (be careful, lots of technical gibberish) you also find some links to what other people did in the past.
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Re: Advanced town growth
I thought about additional subgroup of settings ("town growth") in "town" group - that shoul allow for all needed settings without readibility problems.frosch wrote: * Either it is not general enough to cover whatever players might want.
* Or it creates a mess of configuration options, which are too much to deal with, while not being extensible at the same time.
Yes, for example FIRS have buggy TE_GOODS flags.* Relying on certain cargotypes creates incompatibilities to other extensions, esp. industry and house grfs.
But what is problematic with house grfs?
I think that it will be better to have settings in avanced settings than in newgrf. Why?So my (biased!) opinion is that towngrowth should be controlled via "plugins". (i.e. NewGRFs.)
- easier to implement than towngroth newgrfs handling
- I think that it is not the best idea to have newgrfs working as part of advanced settings (there are already few towngroth settings)
I am doing sth a bit different - using TE flags should allow for good communication with industry newgrfs.At the top of http://wiki.openttd.org/Frosch/Town_Control (be careful, lots of technical gibberish) you also find some links to what other people did in the past.
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Re: Advanced town growth
I'm quite sure that frosch doesn't mean to add any part of the town growth effect to the advanced settings. Given the nature of cargos being a completely newgrf-defined property (generation, transport, acceptance, revenue), it also seems a logical continuation to extend it to the last piece: town effect. You'd select this then via your newgrf settings and not anywhere in the adv. settings.Kogut wrote:I think that it will be better to have settings in avanced settings than in newgrf. Why?So my (biased!) opinion is that towngrowth should be controlled via "plugins". (i.e. NewGRFs.)
- easier to implement than towngroth newgrfs handling
- I think that it is not the best idea to have newgrfs working as part of advanced settings (there are already few towngroth settings)
I am doing sth a bit different - using TE flags should allow for good communication with industry newgrfs.At the top of http://wiki.openttd.org/Frosch/Town_Control (be careful, lots of technical gibberish) you also find some links to what other people did in the past.
Ease of implementation is not necessarily the best argument

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Re: Advanced town growth
And make it possible to select any requirements? With my solution it will be not possible but implementing new grf behaviour is way beyond my possibilites.planetmaker wrote:Given the nature of cargos being a completely newgrf-defined property (generation, transport, acceptance, revenue), it also seems a logical continuation to extend it to the last piece: town effect. You'd select this then via your newgrf settings and not anywhere in the adv. settings.
But it is sth that is quite importantEase of implementation is not necessarily the best argument

So that approach is very unlikely to be accepted into trunk?
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Re: Advanced town growth
The newgrf approach would easily allow such selection. After all newgrf allow for quite a lot of choices being made, even on different conditions or so (e.g. you could have prior to 1950 have towns require coal, till 2000 require oil and have things you like configurable via newgrf parameters.Kogut wrote:And make it possible to select any requirements? With my solution it will be not possible but implementing new grf behaviour is way beyond my possibilites.planetmaker wrote:Given the nature of cargos being a completely newgrf-defined property (generation, transport, acceptance, revenue), it also seems a logical continuation to extend it to the last piece: town effect. You'd select this then via your newgrf settings and not anywhere in the adv. settings.
Well, when I have to choose between newgrf and hard-coded in the game, newgrf is the approach which offers way more potential and - from my perspective - follows better also the general pattern how things fall into place.So that approach is very unlikely to be accepted into trunk?
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Re: Advanced town growth
So, the best we to do it would be to make a big brainstroming on the forum, then define a NewGRF specification.
Once a common agreement is reached on the specification, then it is worth that someone implement it.
Am I right?
Once a common agreement is reached on the specification, then it is worth that someone implement it.
Am I right?
Re: Advanced town growth
someone implement it <- the biggest problem is with finding person with time, knowledge and interested in coding it.Torrasque wrote:So, the best we to do it would be to make a big brainstroming on the forum, then define a NewGRF specification.
Once a common agreement is reached on the specification, then it is worth that someone implement it.
Am I right?
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Re: Advanced town growth
Brain storming at IRC is probably more efficient, and indeed, a spec is useless without that someone.
Re: Advanced town growth
Yes indeed. But in my opinion it's better than some spare code written 2 years ago which was never included in the trunk.Alberth wrote:Brain storming at IRC is probably more efficient, and indeed, a spec is useless without that someone.
Re: Advanced town growth
Wpould a setting that allowed the user to pick which cargos they want to be required be suitable? Then the user can pick each cargo from all the available cargos.
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
Re: Advanced town growth
Unfortunatelly it would be needed to have cargos named by id - what is bad solution.robotboy wrote:Wpould a setting that allowed the user to pick which cargos they want to be required be suitable? Then the user can pick each cargo from all the available cargos.
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