Hm, Roujin's concerns about placement rules are probably quite valid
The beach by itself... it needs a bit more rough shoreline and more texture. No offence meant, but the yellow area is to uniform and currently it could double as a helloween version of a viper launch bay in the BSG series (yes, I've watched it too much )
I think the big difficulty is that you wouldn't expect too much sand on these slopes or you need sand followed by a cliff like structure. If you want more beach, I guess, you'd need to aquire the water and the shore tile in order to make a smoother transition.
planetmaker wrote:[..snip...]The beach by itself... it needs a bit more rough shoreline and more texture. No offence meant, but the yellow area is to uniform[..snip...]
All of which I agree with including the snipped bits. But does make me kind of reluctant to bother with this one. I can draw the improved beach no problem - see the sand pit But that sand pit was a ball ache to do, probably the single least fun thing I've drawn. http://tt-foundry.com/sets/FIRS/schema/schema/graphics
I think I'll finish the other harbour parts and start something else
Hey, nice set so far, though, can't wait to give this thing a whirl. In the mean time I woul dlike to add a few ideas if they're not already in this
Garbage/Landfills, must be built on the out skirts of towns away from water
Nuclear Power Station, Requires uranium, which could be transported by maybe a special truck that this set might include, though the trucks wouldn't carry a lot, only an idiot would carry tonnes of Uranium, the smallest truck might carry 5 Fuel Rods, with the largest carrying 20 Rods, but you'd get paid a go price as long as you get them there on time. You could add a train car that carry's some rods, but, i dont think in real life trains transport uranium.
Urainium mine - Would require to be far from towns and away from water, if a town or water gets to close it will shut down to avoid contamination.
Air Craft Parts Plant - Would need Aluminium, Glass and Electronics to produce air craft parts which would maybe sent to an Air Craft Assembly Plant
Electronics Factory - Would Require Plastic, Metal (and maybe ceramics for stuff like resisters) Produces electronic which could goto Car Plants, Ship Yards, Air Craft Parts Plant or could be sent to towns directly ( would goto stores)
Ceramics Factory - Needs what ever it takes to make ceramics
Baggage - Added realism, mail cars could be refit to carry baggage or mail, baggage would go for the same price as passengers
Weapon Plant - would requir metal and Electronics to produce goods which can goto towns
And a huge idea...
Exporting a Importing Airports and Ship yards, either make it so that theres only a few types of cargos for importing and exporing liek Passengers, Mail, Goods, Electronics, and maybe a few other things, oh, and Urainum too, since some contries import theres.
Im pretty sure that not all or, possibly any of these will be used, and if they're already in there then cool ^_^
While I appreciate your suggestions, you might want to have a look at the list of cargosfirst. That list is pretty well-established and is unlikely to change. Therefore there's no uranium, no electronics, no baggage, no glass...
There are a few spare cargo slots though, so while those cargos will not be part of FIRS, they can be part of a future FIRS-addon.
I'll keep your suggestion regarding the landfill in mind, as we do have that in the set. The import/export thingy has been discussed before but we're still unsure if we want that or not...
FooBar wrote:The import/export thingy has been discussed before but we're still unsure if we want that or not...
I don't want it, personally. It would be an ideal case for an add-on. Doing it as an add-on would also make it relatively easy for scenario designers to customise input / output cargos to suit their scenario (either by a custom grf, or by parameters).
andythenorth wrote:I don't want it, personally. It would be an ideal case for an add-on. Doing it as an add-on would also make it relatively easy for scenario designers to customise input / output cargos to suit their scenario (either by a custom grf, or by parameters).
Well Iguess that could work, that way maps that dont need it dont have to have the grf. But in reality, all countrys import and export
You've been here since February. You should have figured out by now that in this forum we require the use of keyboards equipped with shift and punctuation keys, no matter how few posts you've made or how few threads you've read.