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PostPosted: Mon Oct 27, 2014 10:25 pm 
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aantono wrote:
Pikka, this is an amazing set, and I was hoping that there might be an update to it, to add the City/*/Hall to mark the kind of town, etc.
Any chance that might happen? :D


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PostPosted: Tue Oct 28, 2014 12:43 am 
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No chance for an "update" as such, but there'll certainly be a 32bpp house set one day using similar ideas. :) One day...

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Current development: UKRS3 - Av9.8 - TaI32 - CivilAI
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAI API - NoGo API


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PostPosted: Sat Dec 20, 2014 3:24 pm 
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cant wait for TaI32,
nor for UKRS32!


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PostPosted: Mon May 04, 2015 7:14 am 
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I not long joined the Forums and still exploring. Came across this site a short time ago and been testing the TAI sets are very good to use. I am using the Town and Industry - Basic Industries (version Beta 0.5) loaded above the FIRS Industries 1.4.4 and have not found any problems .. yet .. Tai gives a few extras that FIRS don't have like a Power Station and a few others.

The Tai - UK Houses (Version Gamma1) works good with Total Town Replacement, and if like some Terrace houses add NLHS-Dutch Houses. They all look good together.

Is there any updates to TAI that I been using?

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Auz Project Releases: viewtopic.php?f=67&t=84725
AuzTrains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
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PostPosted: Tue May 05, 2015 3:27 am 
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No updates I'm afraid, nor are there likely to be until Pineapple Houses makes an appearance. :)

One thing to note is that this set attempts to limit town growth by not building any more houses once towns reach a certain size. If you use it with other town sets, once the towns exceed TaI's limit you will only get houses from those other sets appearing.

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Current development: UKRS3 - Av9.8 - TaI32 - CivilAI
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAI API - NoGo API


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PostPosted: Tue May 05, 2015 7:31 am 
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Thanks for the tip. The buildings from both town sets look good together so I think I keep trying. I noticed when building towns and cities for a scenario I was able to enlarge a city to over 20,000.

Here's a tip for other readers. If you need to update a program on your computer and it needs to delete the older version. Make sure your not running your OpenTTD game like I did this morning. After the program updated, OpenTTd stopped working and all my downloads NewGRF files, scenerios I was making and other things that was in folders for the game in My Document folder was gone. Now I in the process of finding all the newGRFs I had and reinstall. I even had a back up folder of these files and they too was gone. Maybe the update didn't take them, but it seems suspicious.

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All my projects are GPLv2 License unless stated.
Auz Project Releases: viewtopic.php?f=67&t=84725
AuzTrains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
AuzObjects: viewtopic.php?f=26&t=75657
AuzBridges: viewtopic.php?f=26&t=75248
AuzStations: viewtopic.php?f=26&t=76390
AuzTracks: viewtopic.php?f=26&t=82691


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PostPosted: Sun May 10, 2015 12:01 pm 
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Hello!
I've got a big problem with the fantastic GRF :(
from 0 to 1950 i haven't any bouildings in the autside of towns bigger than 1000.
Sry for my bad englisch,
Sry i can't upload screens


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PostPosted: Wed Jan 30, 2019 8:22 am 
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Anyone for... scrabble? :lol:

Attachment:
Image5.png [1.23 MiB]
Not downloaded yet

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Current development: UKRS3 - Av9.8 - TaI32 - CivilAI
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAI API - NoGo API


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PostPosted: Wed Jan 30, 2019 2:45 pm 
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Me! Me!

You seem to be updating the TaI graphics so they match UKRS3. Do you plan to change the mechanics of the set as well?

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Some screenshots of mine...


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PostPosted: Wed Jan 30, 2019 10:13 pm 
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Glad to see this revived again! Was tired of the gigantic metropolises that endgame cities tended to turn into (most city sets seemed to exaggerate the metropolis aspect turning 21th century cities skyscraper filled, which is fun at first but it gets ridiculous easily). Combined with the quadratic growth of passengers it lead to a meaningless spam of passengers. One of the most popular gamescripts amonst MP servers in particular is various city growth related ones although I find they can be a bit overly strict for a more casual game. ;)

Any hint for what those colors mean? ;) They're clearly not color coded the same as the Simcity zones. :lol:


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PostPosted: Thu Jan 31, 2019 12:13 am 
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arikover wrote:
You seem to be updating the TaI graphics so they match UKRS3. Do you plan to change the mechanics of the set as well?


Absolutely - the set is being completely rewritten from scratch. Among other things, towns now having persistent data storage similar to industries opens up a lot of possibilities.

Ailure wrote:
Any hint for what those colors mean? ;) They're clearly not color coded the same as the Simcity zones. :lol:


Green is residential, brown is commercial/light industrial, and blue is "public" - parks, churches, stadiums, historical buildings, etc. Don't read too much into the (lack of) clustering in the image - it's early days and a lot of intended behaviour hasn't been coded yet!

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Current development: UKRS3 - Av9.8 - TaI32 - CivilAI
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAI API - NoGo API


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PostPosted: Mon Feb 04, 2019 10:28 pm 
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How about 3d scrabble? :D

Attachment:
Image3.png [1.45 MiB]
Not downloaded yet

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Current development: UKRS3 - Av9.8 - TaI32 - CivilAI
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAI API - NoGo API


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