New town growth options

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

Moderator: OpenTTD Developers

Post Reply
User avatar
Maedhros
OpenTTD Developer
OpenTTD Developer
Posts: 603
Joined: 30 Mar 2006 18:24
Location: Durham, UK

New town growth options

Post by Maedhros »

Sometimes it's easy to forget that not everyone follows the SVN logs, so a lot of people miss new features until they gradually become common knowledge. In an attempt to let more people know I'm going to announce a new feature I added to the nightlies yesterday.

There are two new patch options in the "Economy" tab controlling town growth. The first one allows you to change the speed that towns grow, which defaults to TTD's original growth speed. This is about 3 times slower than OpenTTD's previous growth speed. The other options are related to the normal speed by multiples of two, so "Slow" is half the speed, "Fast" is twice the speed, and "Very Fast" is 4 times the speed. "None" means that the town will not grow at all. No new roads or buildings will be built, and buildings will not be rebuilt either.

If town growth is set to none, you can still grow towns using "Fund new buildings", which will use the normal growth speed values. Remember that this isn't actually guaranteed to build houses, just to expand the town, so you may end up with just buildings, just new roads, or a mixture of the two. (This feature will be in the nightly built this evening, not last night's.)

The other patch options allows you to select a proportion of towns that will grow twice as fast as the others. This defaults to 1 in 4, and can be set from none, to 1 in 255. This is based on the town indices, so if set to 1 in 4 this will apply to the first, fifth, ninth etc. towns that you build in the scenario editor.

If you have any comments, suggestions, or complaints, please let me know here. :)
No-one's more important than the earthworm.
DeletedUser21
Tycoon
Tycoon
Posts: 11501
Joined: 20 Sep 2004 22:45

Post by DeletedUser21 »

Wow! That is cool!
Great work on that one! :D

Maybe we can have a thread with all kinds of this stuff. I mean that someone sometimes creates a new post in just 1 thread for anykind of interesting feature that will be in the nightlies. Not just every new one, but the ones that will greatly affect gameplay. :D

Eg. The lot's of stuff underneath bridges, the towngrowth patch, etc. :wink:
adriantr
Engineer
Engineer
Posts: 3
Joined: 11 Apr 2007 11:46

Post by adriantr »

Sounds like an awesome new feature. Could improve the game A LOT. Can't wait for tonights nightly.
User avatar
PikkaBird
Graphics Moderator
Graphics Moderator
Posts: 5631
Joined: 13 Sep 2004 13:21
Location: The Moon

Post by PikkaBird »

Nice stuff, that sounds like one of my major problems with OTTD being fixed. :D
User avatar
gkirilov
Chief Executive
Chief Executive
Posts: 696
Joined: 03 May 2005 09:32
Location: Othala

Post by gkirilov »

Now if you could combine this with the town layout patch :mrgreen:
OTTDCoop NewGRF Pack|Different sets of GRFs for TTDPatch (some of them work in OTTD) - 1|- 2|GRF sets for OTTD|OTTD nightly
Image
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
User avatar
belugas
OpenTTD Developer
OpenTTD Developer
Posts: 1507
Joined: 05 Apr 2005 01:48
Location: Deep down the deepest blue
Contact:

Post by belugas »

If you are talking about the town road layout patch, then this one will go into trunk. yes. But it's not mature enough, although it is near to be ;)
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
User avatar
Maedhros
OpenTTD Developer
OpenTTD Developer
Posts: 603
Joined: 30 Mar 2006 18:24
Location: Durham, UK

Post by Maedhros »

As of today's nightly, the larger towns option has changed slightly thanks to a patch by TheJosh. It is now possible for these towns to start off larger than normal towns as well, by a configurable multiplier. These cities can now be placed specifically in the scenario editor too.
No-one's more important than the earthworm.
Post Reply

Return to “General OpenTTD”

Who is online

Users browsing this forum: Google [Bot] and 16 guests