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Posted: 26 Nov 2003 14:20
by Prof. Frink
Maybe have it as a announcement if a train does not make a delivery in 6/12 months?

Posted: 26 Nov 2003 19:01
by Born Acorn
new kind of message?



Train 5 is not profitable

Posted: 26 Nov 2003 20:17
by spaceman-spiff
The new sort by profit does that :wink:

Suggestion: Better track laying

Posted: 27 Nov 2003 00:37
by CobraA1
I hope the the track laying will be better than TTD: In TTD, straight (well, straight relative to the isometric grid) tracks can be layed in long lengths, but diagonal tracks must be layed one at a time. I hope taht TTS will have something better - perhaps like Sim City 2000/3000? Where you can build diagonal roads/tracks without a lot of clicking.

Re: Suggestion: Better track laying

Posted: 27 Nov 2003 10:36
by TBOT
CobraA1 wrote:I hope the the track laying will be better than TTD: In TTD, straight (well, straight relative to the isometric grid) tracks can be layed in long lengths, but diagonal tracks must be layed one at a time. I hope taht TTS will have something better - perhaps like Sim City 2000/3000? Where you can build diagonal roads/tracks without a lot of clicking.
Well known problem :)
In TTS diagonal track can be dragged over a longer distance too.

Posted: 27 Nov 2003 10:37
by Prof. Frink
What about track removal?

Will that be draggable too?

Posted: 27 Nov 2003 11:04
by TBOT
Prof. Frink wrote:What about track removal?

Will that be draggable too?
Guess so, if we can make draggable track laying I think that's easy too :).

The actual idea of draggable didn't pop in our minds though. But we did had the idea of a draggable destruction tool.

Posted: 27 Nov 2003 11:10
by eis_os
Chris Sawyers could add drag-remove to TTD, but he didn't because he was to confused by his own code I think ;)

Posted: 27 Nov 2003 15:52
by Prof. Frink
eis_os wrote:Chris Sawyers could add drag-remove to TTD, but he didn't because he was to confused by his own code I think ;)
Does that mean it would be possible (but not necessarily easy) to implement via TTDPatch (And yes I know... Wrong forum...)
[Back on topic: TTS suggestions]
Another idea I had while reading this topic was to have 'buildonslopes' as a separate tool (Called "terraces" or something), you would click the tool on a square and it would raise and place the terraces to make it flat without affecting the squares around it, it would then act like normal flat groud, except for the raise/lower land tools.

Posted: 27 Nov 2003 15:56
by krtaylor
Naaahhh, I think it's better to just have the terraces automatically built under whatever needs them. Basically it's just the bridges, everything else already works that way in the Patch.

Posted: 27 Nov 2003 22:47
by jfs
Or maybe you could have the terraces being built automatically if they were required for some operation, but also a tool to build them manually. I don't know how useful that would be, maybe mostly for looks. But it might be possible then to make the terraces stay even after destroying whatever was on top of them, ie. for re-using them. (Not wasting money having first to remove them and then rebuild them shortly after, if you're eg. rebuilding a section of track.)

Posted: 28 Nov 2003 00:10
by Chris 'Awkward' McKenna
I notice you talk about compiling ideas on here and your other forum. Havign compiled all the suggestiosn for TM/TE I suggest that if you want this you start sooner rather than later. It takes a surpising amount of time to read, interpret, cehck if it is a duplicate, and then write each idea. The TM suggestions document is the culmination of about 14 hours work all together.

Chris

Posted: 28 Nov 2003 16:34
by Born Acorn
I think we should be able to raise a single square of land wiothout affecting nearby squares, to create cliffs and Flat land on slopes.

Posted: 28 Nov 2003 16:44
by krtaylor
That would be kind of cool but a major disruption of the terraforming code I think.

Posted: 28 Nov 2003 23:55
by TBOT
krtaylor wrote:That would be kind of cool but a major disruption of the terraforming code I think.
Jup, and not to mention the landscape drawing routines.

Posted: 06 Dec 2003 09:56
by Prof. Frink
Inspired by this thread:
Set trains priority - so if there's two trains waiting at signals a high-priority one will go first, and also will load first at a station.

Posted: 06 Dec 2003 13:51
by TBOT
Prof. Frink wrote:Inspired by this thread:
Set trains priority - so if there's two trains waiting at signals a high-priority one will go first, and also will load first at a station.
That's funny, I've had exactly the same idea yesterday, while I was thinking about the signal handling code (not that it's time for that yet, but I always think in advance).

Posted: 06 Dec 2003 14:16
by krtaylor
I don't think we want to get too fancy - three levels would suffice. Slow, Medium and Express I think.

Or you could have the game calculate it for you based on the speed sensitivity of whatever was on the trains.

Posted: 06 Dec 2003 17:17
by SpComb
What about some sort of parallel track laying, where instead of laying a single stretch of track, you could automatically lay two or more stretches side by side. You would have a window where you could set how many tracks to lay, what direction they should have signals pointing in and any other features (classes?). These setttings could also apply to tunnels/bridges/etc. It would make it a lot easier to build multi-rail track. :idea: :?:

questions, comments, doubts, worries, concerns ???

Posted: 06 Dec 2003 18:18
by krtaylor
I know what you mean, but I don't think that's the best way to do it, because you would be completely redesigning the track building interface. How would you handle all the possible permutaions? I think the right solution is to keep it as it is, one track per square, but since the map is bigger you can make the distance between cities, industries, etc. greater. Thus the effect would be the same, more room for stuff. Of course the station catchment areas are going to be larger, that's already a given.