Improved Town Layouts

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2TallTyler
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Re: Improved Town Layouts

Post by 2TallTyler »

1.1.2 is now released on BaNaNaS.
  • Add: Parameter to reduce population of early buildings, for better balance with slower and smaller early vehicles
    • 1700-1850: 1/4 population
    • 1850-1950: 1/2 population
  • Change: Population requirement for old stadium updated for reduced early population
  • Change: Availability end dates for prewar commercial buildings now staggered to make the shift to skyscrapers more organic
andythenorth wrote:
07 Jun 2020 07:26
I dug through forums to see if I could find any more about licensing
Andy, my sincerest apologies for completely neglecting to reply to your post. Thank you for taking the time to help. My excuses not to develop a full American-styled house set are fading fast. :)

Master Trams
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Re: Improved Town Layouts

Post by Master Trams »

Ok. Thanks. And yes, it did find it.

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Re: Improved Town Layouts

Post by Master Trams »

I haven't yet played about with this NewGRF, so I don't know if what I'm about to ask already exists, but do the town's in this mod respect the landscape? I've seen so many examples in OpenTTD of a town in a valley, and thought that it should end up looking something like Wuppertal in Germany, but it never becomes long and thin like Wuppertal, instead it just grows in the circular way that towns grow in OpenTTD...

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Re: Improved Town Layouts

Post by 2TallTyler »

No, this doesn’t influence where towns construct roads or houses. This is part of the game code and can’t be changed by NewGRFs. Instead, it replaces base game houses with new houses (using the same graphics), each with new rules allowing or disallowing their construction.

For example, a skyscraper only consents to be built if it’s within the coverage area of a station which received passengers last month, if it’s within 2 tiles of another skyscraper (and if not, if it’s the first skyscraper in town) and if the town has enough residential buildings to support the building. (To avoid a positive feedback loop, this doesn’t check the total town population but instead counts the number of houses, town houses, flats, etc., multiplies each by their population, then compares that with the number of existing skyscrapers multiplied by the population required to support each.)

If all of these checks are true, it is allowed and constructed. If any check fails, the building is not allowed and the town checks other buildings until it finds one which is allowed. All of this is in addition to the standard availability rules for town zones, years, etc.

Through careful planning and lots of testing, some interesting development patterns can result from the interplay of different buildings’ rules, even though there is no form of central planning or oversight.

Master Trams
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Re: Improved Town Layouts

Post by Master Trams »

So would an example like this be feasible to code into the NewGRF:
"If the ground level changes by x in y tiles from the town center, the town doesn't grow rapidly in that direction"
This way, it will still grow, but the algorithm would favour other locations...

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2TallTyler
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Re: Improved Town Layouts

Post by 2TallTyler »

That would be feasible to code into a base game patch, but not a NewGRF. If the game is an automobile, think of a game patch as modifications to the engine, transmission, and other mechanical systems while NewGRFs are new paint, reupholstered seats, or new tires. I am interested in working on this someday, but game patches are substantially more difficult to create, test, and get approved than a NewGRF, and I'll have to learn C++ first. :)

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Re: Improved Town Layouts

Post by 2TallTyler »

A small change which should keep markets from disappearing despite Food or Goods being delivered, if the delivery period is slightly more than a month.

1.1.3
  • Change: Checks for cargos delivered last month (for construction or protection) now also checks this month, expanding the delivery window

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