Moderator: Graphics Moderators
smooth economy should be off for this GRF..
As for farms, yeah.. this will be like reserves too. The whole idea is to make game more
challenging and fun.. Normally you just lay network, start moving cargo and vioala.. it works.
To have more fun you just need to grow.. and grow....
I wanted to add more micromanagement stuff (hence smooth economy off).
So you react for big changes of productions (adding/removing trains).
You also plan the capacity of primaries to feed your secondaries.
This way maxing production is much more chalenging (and keep it for long).
Maybe I should also share my simple GS script I play with all the time.
I play with 'founding only industries' option, so map is generated without any of them.
Then, GS scripts handles spawning (seeding) industries in game.. and also regenerates them
for first 25 years of gameplay (obiusly, become players dont have enough money to prospect them).
Laters on, you have just plenty of money.. So you can add your own Power Stations
and prospect primaries when they go off.. This makes whole game more chaotic.
So, I kinda like the idea of reserves for farms too... and probably implement that.
I will wait for more comments tho, maybe someone will pop up with great idea too.
As for your sesonal stuff.. well, sounds bad idea to me. It will make farms production anemic.
OpenTTD default timer is way too fast for this..
Param1 bit3: Organic Industries have fertility.
It works very similary to reserves, except its get drained based on production, not on transported.
It have sense, because trees always grows, same as grain and cattle... whatever we transport it or not.
It will be BSPI v2.00
Its not yet released. I need to play a game myself to test :)
Here are list of changes:
+ bit3 added (organic industries have fertility)
* improved Factory production
+ secondary industries will reduce production when power surge occured
* Bank InTown storage reduced to 5000 bags
+ improved Bank production (50% of excees bags are added back as production)
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