Country Roads (NRT)
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Re: Country Roads (NRT)
I have a feature request - could you put a cost multiplier parameter on the different roads? So we can make the dirt road more expensive than the forest road, but be slightly faster to compensate? together with the speed limit parameters it means you can use it for interesting gameplay decisions.
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Re: Country Roads (NRT)
Thank you for your message!Korenn wrote: ↑07 May 2020 10:15 I have a feature request - could you put a cost multiplier parameter on the different roads? So we can make the dirt road more expensive than the forest road, but be slightly faster to compensate? together with the speed limit parameters it means you can use it for interesting gameplay decisions.
Currently both "roads" have construction cost / maintenance cost of 2, which is super cheap compared to asphalt roads.
I can, however, reflect the higher speed limit for the dirt track by raising the cost to 3 or lower the cost for the mud track to 1, I guess Thanks for the report!
Ideally the cost would rise with the speed limit, but I don't think this is necessary for, basically off road tracks that don't really see much attention IRL
Re: Country Roads (NRT)
What I meant is that I would like to be able to fiddle with the cost of the different road types myself. That works really well with the control we have now over the speed limit (I could choose to flip the dirt or mud tracks around, if I wanted - or make them more expensive than roads for whatever reason)Kruemelchen wrote: ↑07 May 2020 12:28Thank you for your message!Korenn wrote: ↑07 May 2020 10:15 I have a feature request - could you put a cost multiplier parameter on the different roads? So we can make the dirt road more expensive than the forest road, but be slightly faster to compensate? together with the speed limit parameters it means you can use it for interesting gameplay decisions.
Currently both "roads" have construction cost / maintenance cost of 2, which is super cheap compared to asphalt roads.
I can, however, reflect the higher speed limit for the dirt track by raising the cost to 3 or lower the cost for the mud track to 1, I guess Thanks for the report!
Ideally the cost would rise with the speed limit, but I don't think this is necessary for, basically off road tracks that don't really see much attention IRL
Creator of the Openttd Challenge Spinoff, Town Demand patch
After action reports: The path to riches, A dream of skyscrapers
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Re: Country Roads (NRT)
I see where you are heading. I am fond of the freedom to play how you like it, myself.Korenn wrote: ↑07 May 2020 12:51 What I meant is that I would like to be able to fiddle with the cost of the different road types myself. That works really well with the control we have now over the speed limit (I could choose to flip the dirt or mud tracks around, if I wanted - or make them more expensive than roads for whatever reason)
However, I've never seen road type sets or rail type sets let players decide about the cost freely
The tracks of this set are meant to be cheap, so it makes up for the reduced speed limit and the limitation of usable vehicles.
i.e. the vehicles of my SUV set have a hard coded max speed on off road tracks, so that adds to the limitations
I can add some good and balanced presets for the cost, but I don't want to burden regular players with the fiddling of finding 'right' values as basically all raw cost values are hidden from the player...
It is, however, trivial to change the code and recompile the GRF for your own need
I'll PM you if you need any assistance for that!
Re: Country Roads (NRT)
I don't need it so badly that I'll compile it myself. Plus that won't work with the dedicated server I play on because others would have to install it manually too.
I was just requesting a feature that I would consider useful (it's not unique, Maglev track set has its own cost multipliers), and fits with the existing option to set speed.
But 'no' is a perfectly valid answer
I was just requesting a feature that I would consider useful (it's not unique, Maglev track set has its own cost multipliers), and fits with the existing option to set speed.
But 'no' is a perfectly valid answer
Creator of the Openttd Challenge Spinoff, Town Demand patch
After action reports: The path to riches, A dream of skyscrapers
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Re: Country Roads (NRT)
I'm glad you asked for this feature
I'll add cost multiplier ( i.e. cheap, normal, expensive) for country roads and water way in the next version
concerning my water way GRF, I'm planning to add some new boats from time to time Here one can see a new small ketch
Re: Country Roads (NRT)
Would you also consider coding these for a small ship set to match? These would look equally nice on OpenTTD rivers and lakes, even if you have to build ridiculous-looking docks on the rivers.Kruemelchen wrote: ↑08 May 2020 17:55I'm glad you asked for this feature
I'll add cost multiplier ( i.e. cheap, normal, expensive) for country roads and water way in the next version
concerning my water way GRF, I'm planning to add some new boats from time to time
sailing ketch added.png
Here one can see a new small ketch
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Re: Country Roads (NRT)
I already experimented with that! So the basic code is there
I can add them via parameter, too, though I think it would be best to separate the waterway GRF into a road type GRF and a GRF with the boats, which then has a parameter to enable ships.
PS: I took the 'ship' code out before release, however, as the small boats look dangerously lost on the ocean
Re: Country Roads (NRT)
I think that would work out great! Or just put them all into SUV.
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
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Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
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Re: Country Roads (NRT)
I've added Country Roads and Waterways to the GPL Roadtype Collection, Pt. 3 in such a way that it will not conflict with other roadsets. I've given full credits to Kruemelchen, since I just updated the code.
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
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Re: Country Roads (NRT)
Where can I find that gorgeous sail boat? (Water Way 0.3 doesn't have that one)Kruemelchen wrote: ↑08 May 2020 22:09I already experimented with that! So the basic code is there
I can add them via parameter, too, though I think it would be best to separate the waterway GRF into a road type GRF and a GRF with the boats, which then has a parameter to enable ships.
PS: I took the 'ship' code out before release, however, as the small boats look dangerously lost on the ocean
ship compare.png
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Re: Country Roads (NRT)
It isn't quite finished for release yet, as I have to edit some vehicle sounds for the sailing boats, but couldn't find the time to do it yet. RL is pretty busy.GuilhermeJK wrote: ↑14 Jun 2020 15:21 Where can I find that gorgeous sail boat? (Water Way 0.3 doesn't have that one)
I'll push it to bananas once it's ready
PS: There'll be historic sailing boats too
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Re: Country Roads (NRT)
They're lovely
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Re: Country Roads (NRT)
A little teaser of what experimental means come next for travelling the waterways
Advertisement note wrote:You'll be able to afford pulling (aka towing) help by humans, mules, (various) horses and electric or diesel powered locomotives for your shipping vessels, only at the ease of a refitting option!
This helps to heave heavy load uphill or just to be faster than your fastest unpulled vessel!
Spend the penny and save your shipping efficiency!
Out soon(tm)
* Disclaimer: we do not support slavery and discourage any customer to hire the unfortunate for towing labour
** refund rate is set 50 per cent, so think first buy second
*** we can only support vessels build after the introduction of our pulling means
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