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The current linear model.
The planned exponential model.
Gotta knock over the last few vehicles for UKRS, then work begins on proper 19th century buildings. And those town halls we mentioned...
Can't think of much else that wasn't mentioned already, but I do think taking the OpenTTD city flag into account to profit from the different grow rates would be nice. And it would also indirectly allow players to balance the amount of TaI cities and towns. (A matching GameScript that controls town growth would be the absolute best, but of course a lot more work).
-- Michael Lutz
Sure, I would love to make sure every "(City)" was one of the "City" classes, but that flag isn't exposed to newgrf (or if it is, it isn't in the spec). Anyone seen an OpenTTD Developer around here?Michi_cc wrote:but I do think taking the OpenTTD city flag into account to profit from the different grow rates would be nice.
One of the most common complaints about TaI is the way in which towns keep building roads, even when the set prevents them from building houses. The resulting "empty network" of roads surrounding the town, while not necessarily unrealistic, is an eyesore and a pain to build around, critics say.
Today I did a little experiment with TaI to see if I could reduce that over-production of roads. I built 3 identical towns in the scenario editor like so, each a "medium" town with 3x3 road network;
and each with a different grf-coded behaviour.
One town grew as normal, as a control.
One town would stop building houses after one year, using the current TaI method.
One town would stop building houses after one year, use the new experimental code.
Each town was provided with 4 bus stops and a bus, to stimulate growth.
Please find the results of the experiment, after running the game on fast-forward for 30 years, attached below.
- The results of the test.
- (141.39 KiB) Downloaded 3 times
Indeed. It builds "non-houses" which it immediately* removes via callback. I had my doubts that this would prevent road construction, but it turns out it does.planetmaker wrote:How does your new method work? Destroying houses at the same pace?
*where "immediately" means "within 256 ticks". At the moment I'm using the rough ground sprite as the graphics for the non-house in TaI, and there is a slight chance that players could "bump into" them while constructing around towns. Whether it would be better to use a more distinctive graphic I'm not sure; making them more obtrusive might make them even more confusing!
(note that the rough ground in the screenshots above is actual rough ground from cleaning up in the scenario editor, not a profusion of non-houses).
Indeed, that's my thinking.FooBar wrote:I'm not sure how long 'max 256 ticks' is in real time, but on average it's probably just a few seconds. That means anything put on the tile will be gone very quickly. I'd put nothing on it, or maybe a small marker of sorts in transparent mode.
If you know it's happening, you can see it - the rough ground tile appears, then it goes brown as the house is removed. If you don't know it's happening, it's probably best that it's as unnoticeable as possible, right?
Or a dust devil (whirlwind).
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)
Road Hog (road vehicles, released)
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