P.S. Please don't kill Extreme (as in remove it from the face of Earth)

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I'm with you here, the more industries the better!GuilhermeJK wrote:Extreme is the only mode I play. I dream one day of all the industries from other modes to be available in Extreme... (I am aware of the limitations, but I still can dream, right).
P.S. Please don't kill Extreme (as in remove it from the face of Earth)
I played only 3 games in Extreme (and never with other economies) as the FIRS industries don't look very good with ISR stations, and CHIPS has only a limited choice of tiles, may they be track or non-track.andythenorth wrote:Extreme Must Die
So the FIRS Extreme economy will get reworked in the next year or so.
1 : There are a lot of industries, and i really like it. At least, you haven't made all industry chains in 15-20 years unlike default industries, or ECS.andythenorth wrote:What do you like about it?
I don't like it because you don't have the Steeltown industries. I really miss them, i'd love having them in Extreme.andythenorth wrote:What don't you like about it?
Please, please don't mess around too much with it. IMO, it's the only economy worth playing.andythenorth wrote:Extreme Must Die
So the FIRS Extreme economy will get reworked in the next year or so.
I like the open-endedness of it; there are lots of cargos where you have multiple choices for what you want to do with them. Like wood, which you can take to a paper mill, or you can take it to a sawmill and then take the lumber to a lumber yard or a furniture factory. I appreciate that kind of freedom a lot.What do you like about it?
Like Emperor Jake, I don't like the ports and the bulk terminals. The Extreme should be self-sufficient. And I don't like that MFSP/Packaging has been taken away from several industries.What don't you like about it?
I must disagree. Having alternative industry is handy in case of "one industry per town" setting, and such setting is useful to keep industry density low.kamnet wrote: I think maybe this would be better if the Builder's Yard disappeared, because you have the Hardware Store which accepts the same supplies. Or maybe get rid of Hardware Store and have Builder's Yard just appear both inside and outside of towns
I think that's exactly what makes Extreme interesting. It's a lot like RL, actuallyandythenorth wrote:My primary objection to Extreme is that it lacks a clear theme/concept.
That ought to be a request to the OTTD devs, then. It's already in the game, sort of, as the default Oil wells close in the 60s. I believe that is hard-coded, but should perhaps be replaced with a generalised hook available to NewGRF coders.Industries can't be reliably closed and opened in a way that produces satisfying gameplay.
There is full control over closure per-industry, but it doesn't get the result you might expect. The typical outcome of the simplest solution is that all industries of a certain type close together on the trigger month.leifbk wrote:believe that is hard-coded, but should perhaps be replaced with a generalised hook available to NewGRF coders.
Why force to close obsolete industries?andythenorth wrote: There is full control over closure per-industry, but it doesn't get the result you might expect. The typical outcome of the simplest solution is that all industries of a certain type close together on the trigger month.
I can see this. Perhaps, then, think of Extreme as being a theme of "anything goes", and continue your focus on expanding your other themes? Let Extreme be your playground to try new things, and then use that to build or expand the others?andythenorth wrote: 1. Lack of theme/concept
My primary objection to Extreme is that it lacks a clear theme/concept. It grew organically, with no idea beyond 'add lots of interesting industries and cargos'. That can be a fine way to do things in general, but specifically I don't like some of the results for FIRS Extreme.
I don't think I'd be upset if you made some things less specific in Extreme, and then make things more specific in the other themes. I think you did a particularly masterful job of creating a super-specific theme in Steeltown.andythenorth wrote: 2. Imbalance in cargos
Some cargos are super-generic, for example Chemicals and Goods. This is probably fine, but others are far too specific, for example Wool and Sugar Beet. http://bundles.openttdcoop.org/firs/rel ... ml#extreme
I think this is more of an issue with individual game play styles. Initially I will focus on creating that loop, but once I get a couple of industry chains up and running and I've got profit flowing, I tend to not try to boost engineering supply production. I might only touch it if I have some very remote industries that just happen to be close to an untapped engineering supply source. With that said, I think cutting down on the reliance of engineering supplies wouldn't be a bad thing.andythenorth wrote: 3. Engineering Supplies too dominant
In my games, most of the network is dedicated to producing Engineering Supplies, which are used to boost primary output...to get more Engineering Supplies. That's maybe fine, but it's not an intentional goal.
I'm okay with the unpredictability and irreliability of industry closures. I agree with McZapkie that the best solution is if somebody wants an industry to close, stop serving it or don't serve it.andythenorth wrote: 4. Cowardice about time-based industry changes
An original goal of FIRS was "Industries change over time. Some types of industries will close and disappear from the map at certain points in history, others will become available." This just doesn't work in OpenTTD. Industries can't be reliably closed and opened in a way that produces satisfying gameplay.
Yes. Some of the location restrictions work this way already. It's on my roadmap for FIRS.kamnet wrote:Here's a question - can you have it so that a particular industry (say, smithy forge) is no longer automatically built past a particular time, but can be funded by players at anytime?
Only for default industries. NewGRF industries are fully controlled by the NewGRF after opening them. In other words, the NewGRF initiates the closure.McZapkie wrote:There is already closure mechanism in openttd - if certain industry is not served, it would be closed (only one survivor will persist).
You're welcome to make a proposal about how that could be achieved. http://bundles.openttdcoop.org/firs/rel ... ml#extremeacs121 wrote:Actually, that Engineering Supplies loop also exists in ECS with Vehicles. Still, we should make Steeltown integrated to Extreme, to me.
Pipe, machine parts, frac sand, drilling mud, fuel, trucks, pipeline inspection machinery, welding gear, tools, roughnecks. Rig supply can be a substantial business, even on land.But there's things that don't make any sense : why would oil wells need ENSP ? That's one stupid thing in FIRS Extreme.
You are right. I should wrote "There is already closure mechanism in FIRS..." (check_secondary_closure.pnml :)Alberth wrote:Only for default industries. NewGRF industries are fully controlled by the NewGRF after opening them. In other words, the NewGRF initiates the closure.McZapkie wrote:There is already closure mechanism in openttd - if certain industry is not served, it would be closed (only one survivor will persist).
I don't see quite why the same mechanism that is used for closure of unserved secondary industries, can't be used for obsolete primary and secondary industries.McZapkie wrote:You are right. I should wrote "There is already closure mechanism in FIRS..." (check_secondary_closure.pnmlAlberth wrote:Only for default industries. NewGRF industries are fully controlled by the NewGRF after opening them. In other words, the NewGRF initiates the closure.McZapkie wrote:There is already closure mechanism in openttd - if certain industry is not served, it would be closed (only one survivor will persist).
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