Graphics for African Scenario

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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osai
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Post by osai »

I just followed your instructions and it worked really good until the point I realized there is no HydroPlot for Mac Os X..
Maybe somebody could convert my bin file to a png :/

I searched the net up and down, but theres nothing coming for mac!

But your Little Hints are still useful for others I think :P
richk67
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Post by richk67 »

Here is the latest v0.32 of the Africa scenario.

ALL TOWNS ARE DONE!! Yes, Im shouting about it. Its taken about 4 man days to add all the locations, and get them about right. OK - all African towns are done. Ive still to do the European and Middle East ones that on the map. Middle East is a must - probably next.

Most rivers are in. Some are navigable: Nile to Khartoum, Niger to Tombouctou, Congo/Zaire to Kisangani. Others are just depressions on the map, but include the Limpopo, Orange, Okavango, several Congo tributaries, White Nile, Blue Nile.

Have a look at the relief map - screen capture below. You'll see the effect the river depressions make. I like it.

Thanks to csuke for suggesting canals. Yes, they do make navigable high-altitude lakes. The path the boats take across the lake can be a bit of a zig-zag, but it works.

To Do:
Next: finish terrain blending using my Random Desert patch. The save from this requires at least r3240. Since my target release is 0.4.5, that should not be a problem.
2) Strip trees in all but tropical wet regions.
3) Run my Random Trees patch to add height-related trees. Thin out where necessary.
4) Add primary industries.
5) Save for Hard Scenario.
6) Add secondary industries.
7) Release for testing and feedback.
8) Final update - targetting release with v0.4.5.

Enjoy!
Attachments
Terrain map view of Southern Africa.
Terrain map view of Southern Africa.
screenshot #6.png (61.38 KiB) Viewed 887 times
Africa032.scn
Africa scenario v0.32
(514.87 KiB) Downloaded 303 times
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osai
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Post by osai »

First of all, I had another look on this scenario and it becomes better and better.
Maybe the devs include it in the 0.4.5 scenario. 8) I would totally love it if we had scenarios of all continents in it, with different difficulty lvls. I think most people like it to play on "realistic maps".
richk67 wrote: 4) Add primary industries.
Some suggestions for this one:

- a lot of fruit plantations in the Sahel
- diamond mines in South Africa
- oil wells at least in Nigeria

so far, great work :)
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Post by richk67 »

osai wrote:First of all, I had another look on this scenario and it becomes better and better.
Maybe the devs include it in the 0.4.5 scenario. 8) I would totally love it if we had scenarios of all continents in it, with different difficulty lvls. I think most people like it to play on "realistic maps".
richk67 wrote: 4) Add primary industries.
Some suggestions for this one:

- a lot of fruit plantations in the Sahel
- diamond mines in South Africa
- oil wells at least in Nigeria

so far, great work :)
Thanks.

I really wish we could have all types of industries from the other climates. I dont need much iron ore, but coal, gold mines, livestock are all quite common. Only SA really does paper though.

Ive collected together a list of top exports for every African country. Each one will have at least one from that list. (Given the size of some countries - eg. Togo, Rwanda, there may be only 1 industry in the country!)

ETA is now probably only about 1week, maybe 10days.

One idea I have is for a patch that mods the New Game screen, so that you can use a pre-made landscape, and the game just adds towns and industries. Then I could easily create a set of continent scenarios which are just terrain, and they could be played with ease.
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Post by richk67 »

Here is another update of the Africa map.

Progress: Towns & Cities in the Middle East are in. Semi-desert areas have been shaded using my dithered desert patch.

Mainly primary industries have been added to the West African countries.

I have a few questions I would like feedback on:
1) Are the industries in the countries too densely packed? If so, can you describe an area on the map that has the density you think is appropriate.
2) Should I include ANY secondary industries for the hard version? (apart from Refineries which cos of the building restrictions need to pre-exist).
3) Should I include lumber mills in countries where they are one of their cheif exports? At the moment, the mills are there, but then they chop down all the trees before you have built any transport to them :(
4) I havent stripped/replanted the trees as in my plan (see above). Should I do this? Would it make for a better looking map?

Anyway, I'll keep plugging away at this. Some encouragement and feedback would be appreciated... its proving to be a bit of a marathon!

Cheers... RichK
Attachments
Africa041.scn
Africa v0.41. Only works with r3240 or later.
(480.57 KiB) Downloaded 174 times
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MeusH
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Post by MeusH »

Lumber mills shouldn't be often view when starting the game. They are buy-able, everything because wood is the most valuable cargo in tropical landscape
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Born Acorn
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Post by Born Acorn »

So is coal in Temperate but thats not buyable only.
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jacke
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Post by jacke »

Very nice scenario! Any progress ? :)
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Post by richk67 »

jacke wrote:Very nice scenario! Any progress ? :)
Yeah. Ive released v0.47 for playtesting. See the Scenarios thread in OpenTTD General forum.

http://www.tt-forums.net/viewtopic.php?p=384666#384666

Enjoy!
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Post by godsprototype »

I tested your africa-scenario. It looks great and it is fun to play it.

I found one bug. It is impossible to build Lumbermills. I get evertime the message "You can only build on rainforest".
If I start an automatic generated scenario, I can build on every green square, ever at the coast.

The second thing I recognize, is that many oilwells are close to oil-refinery. That makes it easy to earn fast money. Please, look at the savegame and you will understand what I mean. This also works with waterwells and deserttowns.
I don't know if it is possible to change that and not destroy the realsitic looking.

PS sorry for my bad english
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Pilkington & Co., 18. Mär 1950.sav
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richk67
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Post by richk67 »

godsprototype wrote:I tested your africa-scenario. It looks great and it is fun to play it.

I found one bug. It is impossible to build Lumbermills. I get evertime the message "You can only build on rainforest".
If I start an automatic generated scenario, I can build on every green square, ever at the coast.

The second thing I recognize, is that many oilwells are close to oil-refinery. That makes it easy to earn fast money. Please, look at the savegame and you will understand what I mean. This also works with waterwells and deserttowns.
I don't know if it is possible to change that and not destroy the realsitic looking.

PS sorry for my bad english
It isnt impossible to build lumbermills... just harder, and there are less obvious places. You can only build lumbermills over the hardwood type of tree. Once placed though, it will chop down all kinds of tree. Look for the tall trees with white trunks. Those are hardwoods.

(One trick you can do - level the 4 squares you want for the lumbermill, and plant one hardwood tree in each square, then place the mill. I think it may also be height dependent.... I seem to only be able to place them on tiles > 3 high.)

The oilwells and oil refineries are a bit of a problem. Once the game is rolling, you can only place oil refineries within 16 or so tiles of the map edge. So that eliminates almost everywhere.

The oil is regionalised into areas I know of. However, in the tropical climate, you cannot have offshore rigs - so Nigeria had to gain its oilwells onshore.

I was originally hoping that the water wells could be placed anywhere - so I would have placed them near lakes or rivers well away from the desert. However, again its terrain dependent, and must be placed on desert :( This does put the water supplies nearer to the towns than I would like.

Thanks for playing, and for the feedback.
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godsprototype
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Post by godsprototype »

I still can't build lumbermills on your map. But I can build lumbermills on maps the game generates. ???

Please look at the screenshot.

Regenwald = rainforest
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noLumbermills.gif
noLumbermills.gif (120.06 KiB) Viewed 2863 times
MeusH
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Post by MeusH »

Hmm something is screwed up... Changing the OTTD code might work. The only problem I see may be with merging the bugfix
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Post by Smaug »

richk67 wrote:I was originally hoping that the water wells could be placed anywhere - so I would have placed them near lakes or rivers well away from the desert. However, again its terrain dependent, and must be placed on desert :( This does put the water supplies nearer to the towns than I would like.
Hi Richk,

First of all my compliments for this beautiful scenario of Africa! :shock: :D

:idea: Maybe you already thought of this, but why don't you use the same trick for the water supply as you explained to us for the lumbermill. Just place one desert tile somewhere in a forest area and place the water supply on top of it. The only minor glitch might be that the four tiles on which the water supply is build are desert tiles. My opinion is that it looks better when you use four desert tiles in a square so that the surrounding tiles gradually change into forest tiles...

Hope to see more scenarios from your hand!
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Water Supply 1.png
Water Supply 1.png (19.19 KiB) Viewed 2698 times
Water Supply 2.png
Water Supply 2.png (20.14 KiB) Viewed 2698 times
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richk67
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Post by richk67 »

Smaug wrote:
richk67 wrote:I was originally hoping that the water wells could be placed anywhere - so I would have placed them near lakes or rivers well away from the desert. However, again its terrain dependent, and must be placed on desert :( This does put the water supplies nearer to the towns than I would like.
Hi Richk,

First of all my compliments for this beautiful scenario of Africa! :shock: :D

:idea: Maybe you already thought of this, but why don't you use the same trick for the water supply as you explained to us for the lumbermill. Just place one desert tile somewhere in a forest area and place the water supply on top of it. The only minor glitch might be that the four tiles on which the water supply is build are desert tiles. My opinion is that it looks better when you use four desert tiles in a square so that the surrounding tiles gradually change into forest tiles...

Hope to see more scenarios from your hand!
Yeah, nice idea that one. I'll use it in any other tropical scenarios.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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