Modification to property 13 action 00

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uzurpator
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Modification to property 13 action 00

Post by uzurpator »

Well this is a repost from a.g.m.t.t. but I post it here so people who didn;t see it coudl also get their opinion about it.

While trying to make tropicset as playable as possible I had a few thoughts
how to improve making multipart vehicles. Mostly how to make a few things to be more in control by the designer of a vehicle set. It would also (probably) force the AI to use all vehicles properely.

The modification would go to the action 00 property 13. For now it only sets multiheading of a vehicles. It would be neat if it was possible to alter it this way:

If it is

* 07 00 00 01 01 18
13 00

Then it is a normal single headed engine

If it was

* 07 00 00 01 01 18
13 18

It points to self so it is a standard dual head locomotive - like it is with
AsiaStar or Turner Turbo. First head goes to the beginning of the train and
last to the end of the train (for the ai) and works like it does now for
players.

If it was

* 07 00 00 01 01 18
13 03

It would always build vehicle 03 after building vehicle 18. Extra vehicle
would be placed after the first one. It could allow chained action like
this:

* 07 00 00 01 01 18
13 03
* 07 00 00 01 01 03
13 04
* 07 00 00 01 01 04
13 00

If vehicle 18 is built then vehicle 03 is built, if vehicle 03 is built then
vehicle 04 is built. Also - in vehicle 18 is sold then vehicle 03 and then
04 are sold. In best situation it should be impossible to break apart such
composition. Also changing facing of any of it's consists should be
impossible. Next vehicles would always be built after the composition. (note that it is impossible to build vehicle 00 this way - maybe it should be FF? dunno)

This change would allow many cool features such as:

Real DMU's and EMU's - also for the AI!
Forced use of a tender
Ability to surpass TTD's vehicle length limit. By simply putting dummy
invisible vehicle after the real one it would be possible to extend the
first to be longer and still have the possibility to multihead it without
graphical glitches.
Real multivehicle engines such as DM3 or Garrat's
Effectively more engine slots if the chained effect also worked on wagons (the latter parts of the engine would be built from unused wagons).
Forcing the AI not to use vehicles it should not use (like middle section of
DM3 from arctic set)
Forcing the AI to use tenders and multivehicle engines.

Now in addition to that I would like to suggest the following:

A flag to make vehicle invisible on the vehicle list and impossible to buy
except action 13.

Some eye candy - to make vehicle emit sparks/smoke/steam but not emit proper
sound and vice versa - to produce the sound but not corresponding fumes.

As an addition to this (wasn't in agmtt):

The cht:debugger allows to place certain sprites (mostly elements of industries) on the map. Would it be possible to place them 'legally' in scenario editor? This way it would be possible to create "custom" looking industries.
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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Post by Dinges »

what will happen when money is no more :?:
Dinges

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my Blog (dutch) - my Last.fm profile

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uzurpator
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Post by uzurpator »

Dinges wrote:what will happen when money is no more :?:
You can set cost to 0 for the next parts and make full price for the first part of the consist.
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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