Tripping up the AI when it delivers things to a town.

An archive of the Usenet group alt.games.microprose.transport-tyc.
Peter J. Dobrovka

Re: Tripping up the AI when it delivers things to a town.

Post by Peter J. Dobrovka »

Eddie Bernard schrieb in Nachricht <8659k5$l4...@newsg3.svr.pol.co.uk>...
Stevie D <sjd...@york.ac.oook> wrote

Suddenly thinx

When you "sell" a bought tile, do you get some/all of the money you paid
for it back?

Only some. And the value doesn't increase. The increase is only because of
inflation. You should be able to buy land in small towns at the start of
the
game, and sell it off for loads of money later on. That's an interesting
point. I wonder if there will be any Real Estate market in 3DTT?
Could you specify what you mean?

Peter
Eddie Bernard

Re: Tripping up the AI when it delivers things to a town.

Post by Eddie Bernard »

Peter J. Dobrovka <dobro...@t-online.de> wrote
Eddie Bernard schrieb in Nachricht
Stevie D <sjd...@york.ac.oook> wrote

Suddenly thinx

When you "sell" a bought tile, do you get some/all of the money you
paid
for it back?

Only some. And the value doesn't increase. The increase is only because
of
inflation. You should be able to buy land in small towns at the start of
the
game, and sell it off for loads of money later on. That's an interesting
point. I wonder if there will be any Real Estate market in 3DTT?

Could you specify what you mean?
Yeah sure. Simply, you can buy and sell plots of land, but especially to
make a profit. As in the example above, you could invest in land at the
outskirts of the town at the start of a game, and then when the town has
grown later on, they might need this land to expand, and you could sell it
at quite high prices, as they have no alternative. Either buy your land and
expand, or do nothing, and have stunted growth. Also you could use the land
to reserve it for future use, and not have to pay higher land prices in the
future. Land prices don't just vary with inflation, there are many other
factors to consider. TT only takes inflation into account. If you have ever
played or seen A-Train, you'll know what I mean. In A-Train, land values
change, and you can make quite a big profit if you can manage it carefully.
It's an interesting economic challenge.

Eddie
-- Personal Site: http://www.ebernard.greatxscape.net
-- Transport Tycoon World: http://www.ttworld.cjb.net
Peter J. Dobrovka

Buy and sell land in 3DTT (was Re: Tripping up the AI when..

Post by Peter J. Dobrovka »

Eddie Bernard schrieb in Nachricht <865et0$oi...@newsg3.svr.pol.co.uk>...
...
Yeah sure. Simply, you can buy and sell plots of land, but especially to
make a profit.
It is not the games' content to do this.
It could add to more realism and add to strategy if you buy cheap land where
you can later build on when the city expanded over and you could not afford
it then.
But for selling...?
As in the example above, you could invest in land at the
outskirts of the town at the start of a game, and then when the town has
grown later on, they might need this land to expand, and you could sell it
at quite high prices, as they have no alternative. Either buy your land and
expand, or do nothing, and have stunted growth. Also you could use the land
to reserve it for future use, and not have to pay higher land prices in the
future. Land prices don't just vary with inflation, there are many other
factors to consider. TT only takes inflation into account. If you have ever
played or seen A-Train, you'll know what I mean. In A-Train, land values
change, and you can make quite a big profit if you can manage it carefully.
It's an interesting economic challenge.
The land value in RRT could vary as well.
In TT naked ground has unified prices but it is a bit modelled by the
bulldozing costs you have when you come too late and there are already
expensive buildings.
I have nothing against such a feature but if you have a tilebased world you
can simply assign a land value to each square. In 3DTT this is somewhat
difficult since you are building in free space and the land you consume by
building has very irregular shapes. Of course you could 'buy' the tiles of
the landscape although I tried to hide this structure from the player. The
size is about 2x2 smaller buildings. Since there are 1,000,000 tiles it
would cost 1 MB of memory to store the information of the owner of a tile.
Another system would be to make irregular shapes for buying land, too. But
this would be the absolute memory hog and I don't know how to keep your
buying wish simple to tell the computer by mouse and keyboard.

Peter
Eddie Bernard

Re: Buy and sell land in 3DTT (was Re: Tripping up the AI wh

Post by Eddie Bernard »

Peter J. Dobrovka <dobro...@t-online.de> wrote
I have nothing against such a feature but if you have a tilebased world
you
can simply assign a land value to each square. In 3DTT this is somewhat
difficult since you are building in free space and the land you consume by
building has very irregular shapes. Of course you could 'buy' the tiles of
the landscape although I tried to hide this structure from the player.
Yeah, I thought about that a couple of minutes after I posted it. Maybe some
sort of drag select tool. But as you say, it would be too memory hungry. It
was an interesting idea nevertheless.

Eddie
-- Personal Site: http://www.ebernard.greatxscape.net
-- Transport Tycoon World: http://www.ttworld.cjb.net
Locked

Return to “alt.games.microprose.transport-tyc”

Who is online

Users browsing this forum: No registered users and 12 guests