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PostPosted: Sun Apr 10, 2011 5:51 pm 
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well i guess its time i also start a screenshot thread, so here is the first kick off.

its 1920, the game is just starting.
the game is running the latest version of Chillcores patchpack, hand has a daylengthfactor set to 6.


some first 2 screens (more to come later on)


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File comment: the first small grain farm rail connection
01.PNG [593.57 KiB]
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File comment: the first rail connection for a town
02.PNG [372.79 KiB]
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Last edited by Dante123 on Fri Apr 15, 2011 9:18 am, edited 1 time in total.
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PostPosted: Sun Apr 10, 2011 7:15 pm 
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Good looking game coming on.

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PostPosted: Sun Apr 10, 2011 8:33 pm 
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all running costs and stuff are at high, so currently taking all subsidy's to get some money in.
some more screens and description added.


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File comment: a livestock farm next to the brand new (unfinished) highway.
03.PNG [211.31 KiB]
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File comment: 2 mountain towns connected for subsidy.
04.PNG [439.73 KiB]
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PostPosted: Sun Apr 10, 2011 9:11 pm 
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Which NewGRFs are you using? It seems like some of them are pretty old versions (example: the Metro Track Set).

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PostPosted: Sun Apr 10, 2011 9:17 pm 
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these are the active grf's in this game.

why you think its outdated btw ?


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PostPosted: Sun Apr 10, 2011 9:31 pm 
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OK...

#1: You don't need TTRS and ECS Houses at the same time. ECS Houses is just the part of TTRS that's needed by ECS, which you haven't even loaded.
#2: The "Docks with containers and cranes" will be overridden by the docks from CHIPS.
#3: The "BK Enhanced Tunnels" are completely overridden by YARRS/TTRS.
#4: The "Metro Subway Set" only adds one incredibly ugly train that doesn't even run on metro tracks.

Dante123 wrote:
why you think its outdated btw ?

It used the original graphics, but it seems the newest version adapts to when the original landscape is used.

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PostPosted: Sun Apr 10, 2011 9:37 pm 
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its a parameter.

some of the other grf's i didnt exact know so i added them, have too much to know what they all exactly do :)

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PostPosted: Mon Apr 11, 2011 7:46 pm 
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some new screens incl descriptions


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File comment: the supply to the brick factory is growing. more and more will get connected to it in the future.
05.PNG [204.38 KiB]
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File comment: the coal mine suppling the brick factory. to the left you see the feeding system where the sand is coming from.
06.PNG [624.73 KiB]
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File comment: towns are getting connected trough metro and tram systems.
07.PNG [863.22 KiB]
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PostPosted: Tue Apr 12, 2011 5:54 am 
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ZOMG, the Dutch Trainset. I've missed screenshots of those lovely trains. :))

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 Post subject: Re:DWE Screenshot thread
PostPosted: Tue Apr 12, 2011 9:06 am 
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[QUOTE=Purno;941281]ZOMG, the Dutch Trainset. I've missed screenshots of those lovely trains. :))[/QUOTE]
Its one of those sets that is in almost all my games haha. But there is never been made a 1.0 version right? Or is there still plans for some work on that set?

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PostPosted: Tue Apr 12, 2011 9:44 am 
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Dante123 wrote:
Purno wrote:
ZOMG, the Dutch Trainset. I've missed screenshots of those lovely trains. :))

Its one of those sets that is in almost all my games haha. But there is never been made a 1.0 version right? Or is there still plans for some work on that set?


We only made one full release. We still have to figure out some licensing stuff before we can upload it to BaNaNaS though.

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PostPosted: Tue Apr 12, 2011 3:33 pm 
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aaawh, i only have this release candidate if i recall correct.
will that full have more trains in it ? and if yes, can't you PM it ? just for own use :D

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PostPosted: Fri Apr 15, 2011 9:25 am 
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slowly but steady more and more income is generated. too bad its still a lot of waiting (all expenses are set to max)


Attachments:
File comment: Yet another 2 small villages get connected by a small train.
08.PNG [473.42 KiB]
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File comment: part of the world map im playing on.
map.PNG [105.18 KiB]
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PostPosted: Fri Apr 15, 2011 9:43 am 
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Nice shots Dante! keep them comming. and btw, i love you grf work! thanks!

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PostPosted: Fri Apr 15, 2011 12:32 pm 
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Screenshot 09:
finally some real tracks start to be build.
the 4 line track system will be the main root line that will go all the way trough the world map.
this root line will than have lots of sub lines coming on and off this main line.
the main line will have switches and depots in it once in a while so trains can pass each other when more faster trains will be on the tracks too in the future in between the freight trains.
also because of the improved breakdown patch (incl in the used patchpack) some trains will sometimes be reduced to 50% speed, therefore pass systems are important :)


Screenshot 10:
Small harbor in a town used for passengers and fish. the factory is at this point not exporting fish to other towns, but will be when more fish can be taken to it.


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09.PNG [1.06 MiB]
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10.PNG [147.04 KiB]
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PostPosted: Fri Apr 15, 2011 1:06 pm 
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Nice shots, but railways are not as interesting if they don't got trains running on them.

I miss the trains :cry:

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PostPosted: Fri Apr 15, 2011 1:19 pm 
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well yea im still in the startup phase :P
constantly lacking money (as mentioned all expenses are max, so 1 rail tile is about 1,000 euro)

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PostPosted: Fri Apr 15, 2011 1:27 pm 
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Dante123 wrote:
well yea im still in the startup phase :P
constantly lacking money (as mentioned all expenses are max, so 1 rail tile is about 1,000 euro)

Instead of building a lot of tracks put trains on it and expand when there is plenty of money and need for it, for me that works :P

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PostPosted: Fri Apr 15, 2011 1:34 pm 
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naah, this game is planned ;) it has chillcore patchpack with daylength too, so once that main root line has huge capacity i can easy add more and more :)

my experience from passed games learned me this is a nice method that has huge train capacity ;)

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PostPosted: Sun Apr 17, 2011 12:15 pm 
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Screen 11:
small oil well station

Screen 12:
still a small oil refinery where the oil is taken too (screen 11)

screen 13:
Start/end of the 4 line tracks. this is near the start of the map where the 4 lines get back to 2 lines.


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11.PNG
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12.PNG [287.63 KiB]
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13.PNG [522.31 KiB]
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