
EDIT: I'm sorry, RPHarazon already asked this..
What!? no planttrees cheat? you mean we have to go back to the dark days of planting trees tile by tile.Raichase wrote:3. Use of sign cheats, the debugger, or the scenario editor is not allowed. We have ways to check if these things have been done.
You know you can plant one tree, then ctrl-click elsewhere to plant a rectangle?Ameecher wrote:What!? no planttrees cheat? you mean we have to go back to the dark days of planting trees tile by tile.
SHHH! I wanted to watch them spend most of their time planting trees.PikkaBird wrote:You know you can plant one tree, then ctrl-click elsewhere to plant a rectangle?Ameecher wrote:What!? no planttrees cheat? you mean we have to go back to the dark days of planting trees tile by tile.
I'd prefer it if we all used the same config... Autorenew is fine, you get a set amount of time to upgrade your vehicle - I keep it on 6 months, but for this game, I'd probably have it at 12 months?robotboy wrote:cant autorenew be turned on off by individuals, say we want to upgrade rather than renew?
// Commented out switches are optional, please set them to your preference, and uncomment them.
//
//resolutionwidth 1024
//resolutionheight 768
//moresteam off
//enhancegui on
//errorpopuptime 0
//debtmax on
//forcegameoptions.autosave3months
//The above is recommended, simply so if someone forgets to save at the right time, they don't lose progress/eat into the next players time too long.
//gamespeed on
//diskmenu on
//locomotiongui off
//moreanimation on
//morehotkeys on
//mousewheel on
//moveerrorpopup on
//newshistory on
//newspapercolour 1985
//showfulldate on
//followvehicle on
//fastwagonsell on
//showprofitinlist on
//showspeed on
//sortvehlist on
//morewindows on
//windowsnap on
//
//
//Switches below are open for discussion. Obviously all the switches are open for discussion of use, but these are the ones I feel people are more likely to have an opinion of.
autorenew on 6
// Set to 6 months after the vehicle gets to it's maximum lifespan
enginespersist on
// Just incase some of us want to run a heritage steam line, or railtours with old stock. Or, if you're tight, like me, and keep using "type 1's" on the shorter lines
freighttrains 3
// This seems to be the average setting - some people don't like 5, whereas some people don't like it being off alogether. I'm open to having a poll for this, or simply discussing it. I'm not fussed, so long as it's 5 or less.
multihead 0
// This allows us to USE multi-head, but without unrealistic speed gains.
wagonspeedlimits on
newrvcrash 1
// Makes trains breakdown if they slap a RV around a bit with a fireball.
planespeed 2
// I would prefer planespeed 4, but it seems some people don't like it? We'll probably be using av8 (as it's quite popular), and it suggests planespeed 4 to be realistic - open for discussion! I'll go with the majority!
feederservice on
fullloadany
autoslope on
// specifically, I'm interested in the multiplier for the cost of autoslope - ie, how much extra should a player be charged for the privelage? I play with maximum settings, which is 3x the price, but I'm silly.
presignals on
extpresignals on
// I'm assuming we all know how to place pre-signals, but just incase...
pathbasedsignalling 30
// Please be sure to read up on PBS at http://wiki.ttdpatch.net/tiki-index.php ... Signalling especially if you've never used it before. This settings forces us to place the signals manually, so that we don't get automatic PBS blocks appearing when we don't want them! Also, reserved junction tiles are shown darker, as are other reserved tracks.
tracerestrict on
// JGR's fun restrictive signalling patch - another great reason to use the nightlies rather than a beta.
signal1waittime 255
signal2waittime 255
//These switches make trains wait at red signals forever - are we all confident enough in our abilities to use this?
unifiedmaglev 1
//The only debate about this, is do we want our maglevs using monorail track, or maglex track. Personally, I find TTD's maglev track ugly, hence why I set the switch to 1
adjacentstation on
// JGR's funky station building patch from the nightlies.
fifoloading on
towngrowthlimit 128
largertowns 10
// 1 in every 10 towns grows at double speed.
towngrowthrate 1
townbuildnoroads off
townroadbranchprob on
buildwhilepaused on
disasters 239
// disables large ufo!
signcheats off
// No cheating? Perhaps if we make cheatscost mandatory...
//
//
// Switches below, I can't see anyone disagreing with, but please feel free to voice an opinion if you don't like any of them
experimentalfeatures.incvehconsist on
experimentalfeatures.signalgui on
experimentalfeatures.newterraingen on
experimentalfeatures.engineconvert on
experimentalfeatures.previewdd on
generalfixes on
miscmods.displaytownsize on
newsounds on
win2k on
morevehicles 2
curves 3333
mountains 3333
planes 240
roadvehs 240
ships 240
trains 240
spread 255
newships on
newtrains on
newplanes on
newrvs on
trainrefit on
mammothtrains on
newagerating on
rvqueueing on
gotodepot on
losttrains on
lostrvs on
lostaircraft on
lostships on
nonstop on
sharedorders on
selectgoods on
buildoncoasts on
buildonslopes on
plantmanytrees 3
bridgespeedlimits on
custombridgeheads on
higherbridges on
longbridges on
newbridges on
canals on
enhancetunnels on
morebuildoptions.oilrefinery on
morebuildoptions.removeobjects on
morebuildoptions.removeindustry on
morebuildoptions.closeindustries
morebuildoptions.enhancebouys on
morebuildoptions.bulldozesignals on
electrifiedrailway on
manualconvert on
semaphores on
signalsontrafficside on
tracktypecostdiff on
onewayroads on
trams on
gradualloading on
irregularstations on
keepsmallairport on
largestations on
moreairports on
newstations on
stationsize on
bribe on
extradynamite on
moretownstats on
newhouses on
newtownnames on
officefood on
newcargos on
newcargodistribution on
newindustries on
morecurrencies on
enhanceddifficultysettings on
eternalgame on
newperformance on
startyear 1921
morestatistics on
morenews on
But it offers NO vehicles beyond 1950 something, does it?Ameecher wrote:Surely we need HOVS 2 to make the UKRSI properly usable, it's on Pikka's live journal somewhere, at least it gives a decent set of vehicles pre-1930s and allows the transportation of UKRSI cargoes (eg. Clay, Fuel Oil and Lumber)Raichase wrote:HOVS Buses
...
UKRS Industry Set
I don't want to object directly, but we should take into account that it wouldn't be helpful if somebody's play is interupted by a bug in one of the nightly builds. And another question is, how long is each player's time frame to finish his or her decade? Which also speaks against the nightlies, because within a few days of real life (because I don't expect the round to be finished in fewer than 2 or 3 days), there might be one or more new versions of the nightly build, which may lead to confusion which version is to be used...Raichase wrote:Does anyone object to using the nightlies?
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