[NRT] RattRoads - 1.2.1 released 05-20-23!

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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Andrew350 »

Kruemelchen wrote: 12 Jan 2021 20:10 That's good to know! Somehow I completely missed that :lol:
I'm gonny fix this in my sets, too.
Sorry about that, that's what I get for trying to add silly features :oops: I've updated the first post with a more thorough list of all the current roadtypes and which labels they use (including the "hidden" ones). Hopefully it's a little more clear and helpful now, but if you have any questions just ask :)
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Valdez »

I may be a bit late with this, but I may have a proposal regarding construction alongside roads..

in my opinion the ideal solution is having separate roadtypes.
Another thing, perhaps where road has both urban (with houses) and country (without) variants the country variant could allow for higher speeds. Proposed speeds below in km/h, maybe changeable via parameter?

Dirt road - country and urban - 50-60 / 40, country could represent a macadam road?
Sett pavement - should stay urban only, 50
Basic asphalt - country and urban, 70-80 / 65
Improved asphalt - country and urban, 100-120 / 90
Modern asphalt - urban only, its country niche is already filled by highway
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Crocuta Crocutie »

Hi, I've been enjoying your mod! I do have one question - I like to play from the early 1900s or the mid 1800s, and towns don't ever seem to replace the roads, leading them to become this ugly mismash of dirt, sett, and plain asphalt.
I don't really know anything about the details of how modding works, so for all I know this is impossible - is there a way for towns to automatically upgrade their roads, or else for you to add it potentially?
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Andrew350 »

Crocuta Crocutie wrote: 28 Mar 2021 17:38 is there a way for towns to automatically upgrade their roads, or else for you to add it potentially?
Unfortunately no, they can only build new roads of a different type, not change existing ones. If you want them to look consistent you have to upgrade them yourself either by converting them directly or using the 'fund road reconstruction' option in the town window.
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Crocuta Crocutie »

Andrew350 wrote: 29 Mar 2021 10:08
Crocuta Crocutie wrote: 28 Mar 2021 17:38 is there a way for towns to automatically upgrade their roads, or else for you to add it potentially?
Unfortunately no, they can only build new roads of a different type, not change existing ones. If you want them to look consistent you have to upgrade them yourself either by converting them directly or using the 'fund road reconstruction' option in the town window.
Ah, okay! Fair enough. I didn't think road reconstruction did anything, but maybe I just didn't notice - it only upgrades the randomly affected tiles, right?
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Andrew350 »

Crocuta Crocutie wrote: 30 Mar 2021 02:33 Ah, okay! Fair enough. I didn't think road reconstruction did anything, but maybe I just didn't notice - it only upgrades the randomly affected tiles, right?
Correct. If you do it enough times it may eventually replace all road tiles, but it's definitely the worse option compared to just converting everything at once :P
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Ben1338 »

Hi, there seems to be an issue with the electrified Basic asphalt Road set, which doesn't support non-electric vehicles.

Just letting you know.
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Andrew350 »

Ben1338 wrote: 15 Jul 2021 19:27 Hi, there seems to be an issue with the electrified Basic asphalt Road set, which doesn't support non-electric vehicles.

Just letting you know.
LOL :lol: It takes 14 months for someone to notice that it's completely broken. Goes to show how many people use this, eh? (I never use electrified RVs; I guess not many others do either?)

In all seriousness though, thank you for letting me know :) I will make a note to fix it for the next release.
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by fridaemon »

oh :D
I used your road set too, but have to admit ... I use only non-electrified roads.
And unfortunatelly there is only one set with trolleybuses. (but very perfect :twisted: )
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Argus »

The problem will rather be the lack of trolleybuses :D
I am one of the few who use electrified roads, but I have not noticed this mistake yet.
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Ben1338 »

Got to say, fantastic set of roads though!
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by LoSboccacc »

hi! I love this set, is one of the best for us that play in km/h to have sensible limits, I just here to ask, would it be possible to have some road tagged [ROAD] for legacy AIs to use?

[preemptive "ai sucks anyway": I use them to playtest my scenario before playing multiplayer, to check that the map is balanced and links make sense]
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Andrew350 »

LoSboccacc wrote: 22 Aug 2021 07:39 hi! I love this set, is one of the best for us that play in km/h to have sensible limits, I just here to ask, would it be possible to have some road tagged [ROAD] for legacy AIs to use?

[preemptive "ai sucks anyway": I use them to playtest my scenario before playing multiplayer, to check that the map is balanced and links make sense]
Hi LoSboccacc, sorry for the late reply, I didn't seem to get notifications while I was away. The answer is: maybe ;) Perhaps there could be a parameter to switch off the special "old town" road (which currently uses the ROAD label) and simply use a normal buildable roadtype instead, or perhaps if no one likes that special early roadtype I could just remove it altogether since it does seem to cause issues with AIs. If you have any opinion on that let me know and I'll consider it when I start work on the next update :)
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Wahazar »

In PolRoad set I made cobblestone road defined as ROAD (while dirt road is not default second on the list). Trade off is lack of fancy outer dirt/sett city roads, but at least some AI can build and use roads.
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Limyx826 »

Electric tramway is available by 1725 when pair with EGVRTS.
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by RoyalExamination9410 »

Would it be possible to add roads with a yellow stripe along one shoulder and a white stripe along the other akin to North American freeways?
I think it may need to be made as two road types though.
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Andrew350 »

Limyx826 wrote: 24 Jan 2022 14:02 Electric tramway is available by 1725 when pair with EGVRTS.
Yes, tramways are always available, even without any vehicle set.
RoyalExamination9410 wrote: 27 Jan 2022 01:32 Would it be possible to add roads with a yellow stripe along one shoulder and a white stripe along the other akin to North American freeways?
I think it may need to be made as two road types though.
Unfortunately, as you point out doing this properly would require two different roadtypes (which clutters the roadtypes menu), so I opted instead to do this as a set of overlapping objects to achieve the same effect similar to the dutch road furniture set. Haven't made much progress on that since the last preview though I'm afraid...
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Quast65 »

Andrew350 wrote: 14 Feb 2022 21:31 I opted instead to do this as a set of overlapping objects to achieve the same effect similar to the dutch road furniture set. Haven't made much progress on that since the last preview though I'm afraid...
Something that you may also find interesting...

I have been thinking about using tramtypes to add extra eyecandy to roads.
So, just extra graphics, as an extra layer so to say.
Maybe something for you to think about too...
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by Andrew350 »

Hmm, possibly, that would make the coding part a lot easier :P Though really it's drawing the graphics for each bit that sucks up the most time...
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Re: [NRT] RattRoads - 1.0.2 released 05-17-20!

Post by RoyalExamination9410 »

Quast65 wrote: 14 Feb 2022 22:08
Andrew350 wrote: 14 Feb 2022 21:31 I opted instead to do this as a set of overlapping objects to achieve the same effect similar to the dutch road furniture set. Haven't made much progress on that since the last preview though I'm afraid...
Something that you may also find interesting...

I have been thinking about using tramtypes to add extra eyecandy to roads.
So, just extra graphics, as an extra layer so to say.
Maybe something for you to think about too...
Sounds interesting! I am wondering how this would work, your eyecandy tram tracks as overlays on the roadway?
What ideas do you have, streetlights, road markings, other trees, etc?
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