In article <388914A2.AC2E4...@york.ac.oook>, Stevie D says...
Josef Drexler wrote:
No!!! It's top secret!!! You'll never find out!!!! (Ok, now I've
run out of exclamation marks... Anybody know where I can buy
another set?)
I think the bakery has some on special this week ...
Never mind. I don't need them very often anyway so I can wait till they
grow by themselves.
Straight from my ttdpatch.todo file...
Currently implemented (but not entirely functional yet) are:
- Remove all city roads; in-between pieces with ratings penalty =
12 trees
Hooray! The not-being-able-to-remove-any-town-roads is one thing I
really dislike about TTD
Just make sure you replant enough of the trees or they'll hate you for
messing up with their road layout
- fixed Obelisk stations: if station removal doesn't clear
all platforms "something" remains
¿Qué? ¡No comprendo!
Sometimes when you remove an extended station with more than 4 platforms
or longer platforms, it doesn't disappear completely, some parts of the
tracks may remain. Then when you build another station nearby both of
these get merged, which really confuses the computer. This was a bug in
TTDPatch.
I would like to be able to remove individual platforms from a station ~
is that what you meant?
No, that's not possible yet, and I'm not sure how I'd do that.
- fixed Undead vehicles. When built not immediately -14 profit.
Again, straight over me 'ead. Please explain so I can cheer and be happy
Sometimes when you build a vehicles, it is "undead". It doesn't age and
doesn't cost maintenance, and causes some other problems. You can notice
that by looking at the profit, which should immediately go to -14 after
building it, and if it doesn't, it's undead.
- Small airports after 1975 or so.
Why not after 1960 when they first disappear?
That's what I meant
I just wasn't sure in which year they disappear...
- Recursion factor change from 6; should make AI building
more intelligent
Good
Will they still sometimes use wooden bridges for maglevs?
I don't know...
And it doesn't help all that much. On a stupidity scale from 0 to 10, it
changes from 10 to 8, maybe.
Planned if easy enough to do, but maybe not for this version:
- Retain vehicle names when selling and buying again
Will they retain service interval as well?
Not yet, but I've taken note of that and will try to include it.
- Wait indefinitely at signals
How will this work? I wouldn't like to see it set for the whole game;
that would just be chaotic!
Depends on your track layout. And you'll of course be able to turn this
option off, depending on your preferences.
- fix Busses going wrong way when looking for depot?
How?
Don't know yet
- Cht: OwnCrossing should determine the owner by tracing the tracks
You've lost me again
Sometimes railroad/road crossings get taken over by to local authority.
"Cht: OwnCrossing" is supposed to give these back to you but had some
problems, because it can't determine the owner, so that the computer's
crossings were given to you too.
- find lost trains (E+D, 4)
How does that one work then?
Don't know yet... but it'll alert you in some way to trains which didn't
visit a station on their schedule for maybe 4 months or so.
- pre-signals for all one-way to two-way sections
How about at a crossover too?
I think that might mess up some people's layout. And you can't select
which type of pre-signals you want, it's all or nothing. So I'm afraid
no.
- RV's: no collision detection in the station to prevent gridlock
Huh?
This is to prevent to lockup of road vehicles at a station entrance, and
also (possibly) allows to have more than two in one station.
- Refittable hovercrafts, make mail/oil/food a refit option
for trains and planes; divide ships into tanker and dry
good ships
Do hovercrafts carry freight IRL?
I think they carry cars. It might be a question of weight, or
profitability, though.
--
Josef Drexler |
http://publish.uwo.ca/~jdrexler/
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