Military Transport - Development

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Samwise
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Post by Samwise »

Dunno, wouldn't that make a completely different game? (Something like TTDPatchNuke?)
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Post by Dave »

No you suggested completely destroying a city.

As far as I remember, war never completely destroyed a city.

Not even somewhere like St Lo or Dresden. Yes there was massive damage, but a lot of the city still stood.
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Post by Griff »

Not even Hiroshima or Nagasaki were completely destroyed and that was an A-bomb.
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Post by Dave »

Indeed they are the best examples.

Thus - destroying the whole city doesn't work.

Surely there's a setting that you can increase a city's destroy mode or something.
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Post by PikkaBird »

Carthage, perhaps? :P
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Post by Prebral »

Concerning battlefields....

For pre-WW2 period, battlefields may be replaced by fortifications - they do not move and many countries (France, Germany, Czechoslovakia...) have built extensive fortification systems. Light bunkers usually formed lines too wide for TTDX, but there were also major forts, which could pose as a nice industry type.

For the Cold War period, large military bases and troops training areas may replace battlefields.
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Post by Samwise »

You could do that some buildings in the city are destroyed by an attack of the enemy, and that you have to bring reinforcements (iron, stone etc) to rebuild those buildings?

m4rek: I tried your 227mm Multiple Launched Rocket System (MLRS) , it's a long time ago I drew graphics, so is it any good? (Other 7 views will follow ;)

EDIT: Added ingame screenshot, thanks to the troop screenie on page 3 ;)
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Post by m4rek »

looks cool


i have decided, that on one or two sides will be your frontline (with some corresponding graphics if possible) and industries only for frontline: battlefield, fortification, forward command. plus, any cities near or on the frontline will inherit buildings which depict battles. these cities will also have buildings destroyed quite often


Disasters: city bombed
ceasefire called
submarine attack
fighter attack
sabotage
friendly/enemy plane crash
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Post by Ameecher »

How exactly is calling a ceasefire, a disaster?

Edit: Oh i just realised, if the battlefield contains industries then a ceasefire would make industries redundant, wouldn't this be like having economy on fluctuating?
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Post by m4rek »

not really, because a ceasefire would stop all wounded coming out of ANY frontline industry, simultaneously, as well as stopping all reinforcement needs.
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Post by ISA »

Hi. I see here all kinds of military stuff but no fighter(s) ... so I was bored and tryed to draw f-22 raport. For now there is only one view ill try to make others too. :) Opinions....
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Post by Samwise »

Nice :) But it looks kinda flat..
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Post by m4rek »

i think its good, keep up the good work everyone
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Post by ISA »

Darkmast49 wrote:Nice :) But it looks kinda flat..
Yes maybe is littlebit to flat (ill try to fix it) but fighter must be flat otherwise ther is to much air obturation and they cant get their max speed. Am I right :roll:
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Post by Samwise »

Partly, they need to have an aerodynamic shape to get high speeds. If you make them flat, it'll have less air-resistance so it will go faster. But too flat will make no aerodynamica, so it'll go slower.
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Post by ISA »

Darkmast49 wrote:Partly, they need to have an aerodynamic shape to get high speeds. If you make them flat, it'll have less air-resistance so it will go faster. But too flat will make no aerodynamica, so it'll go slower.
Ok I look what I can do about it (trains are much easyer to draw :D) ... But first i want to finish all viwes :)
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Post by DaleStan »

Marek: Re-read the "Guidelines for creating a set" thread.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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Post by m4rek »

i read it.


here are a few limits that are very useful

Rail vehicles (engines+wagons, all track types): 116
Road vehicles (busses and trucks): 88
Planes and helicopters: 41
Ships: 11
Stations: 255, and 19 per class
Station classes: 19
Bridges: 11
Houses: 255
Industry tiles: 256
Industries: 37
Cargos: 32
Sound effects: 65535 per file.


is there anything specific you wanted me to read?

if its about creating a website, im working on it.
Toyland isn't a climate, it's a mistake.
Everyone has a photographic memory - Some just don't have film
No matter how hard life gets, remember there is always light at the end of the tunnel. Let's just hope it's not a train.
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Post by Raichase »

M4rek wrote:is there anything specific you wanted me to read?
The Thread wrote:When you start project, don't expect that it will be finished soon. Making set is long process which requires hard work (drawing and coding), Expect at least one year.
That guideline just for a set consiting of one thing (trains OR buses, OR stations, etc). Assuming you get some to code this for you, this could take many years to even get partially playable.

I believe Dalestan just wants you to know what you're getting into, and that Rome wasn't built in a day.

Or perhaps it was something about not being able to make new disasters currently unless someone codes patch support for it. And unless you make a damned good case, the current Dev's mostly have their pet projects*.

*Of course, I don't want to speak for them, but they all sound busy when you chat to them ;)
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Post by m4rek »

yeah, i kinda figured 10 yrs+ for finishing this set, it may be somewhere in my first posts.

i think this set will not be complete without custom disasters and some dev might:

a) like it

b)take pity

or do what devs do (please dont take offence at this) and do something else. :wink:
Toyland isn't a climate, it's a mistake.
Everyone has a photographic memory - Some just don't have film
No matter how hard life gets, remember there is always light at the end of the tunnel. Let's just hope it's not a train.
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