Re: NoGo - A Scriptable Game Framework
Posted: 01 Dec 2011 21:35
"funny" very quickly turns into "annoying".
The place to talk about Transport Tycoon
https://www.tt-forums.net/
Depends on the type of boss you are. If you do good you will receive goodEddi wrote:"funny" very quickly turns into "annoying".
About the HQ: create a message with the offer to expand your HQ at a certain cost or postpone the expansion to a later date (where you hope you have more money). Expansion costs could be dependent on length of owned track rather than company value.Torrasque wrote:More information in relation with the HQ. Mainly where it is build and set the price. ( It could be a cool way to claim a city )
Being able to know if a station is docked could be used for fun scenario. ( For exemple, the first to stockpile x crates of good at his HQ, or the man with the station with the highest throughput )
Ability to modify the share system. The actual one is really not fun.
There will not be such an option in the near future. A GS can make some towns grow and others not, but this will not be switchable from the GUI.Dwight_K._Schrute wrote:It would be great to allow or disallow a SINGLE city/city to grow. Maybe with a checkbox oder something like that in the town gui.
Already in trunk (a while ago).XeryusTC wrote:Limit the amount people can terraform. Possibly separate limits for raising and lowering.
In case you mean the event, already done. In case you mean the action: I have no real interest in adding this short term (as the normal game mechanics are sufficient in this respect as far as I am concerned atm). One of those things to add later, possiblyplanetmaker wrote:Ability: Merge two company
Same, and that is even further away from meEddi wrote:improving on that: buying/selling individual "lines" (all connected tiles with same owner/vehicle type, plus all vehicles)planetmaker wrote:Ability: Merge two company
You can already see in a GS where a HQ is built, and with that claim a city.Torrasque wrote:More information in relation with the HQ. Mainly where it is build and set the price. ( It could be a cool way to claim a city )
(..)
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local a = GSText(GSText.STR_TOWN_TEXT);
a.company. = 0;
a.goal. = GSText(GSText.STR_GOAL_GROW);
a.goal.target. = 1000;
GSTown.SetText(2, a);
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STR_TOWN_TEXT: This town is claimed by {COMPANY company}.{}Current goal: {STRING1 goal}
STR_GOAL_GROW: Grow this town to a population of {COMMA target}
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local t1 = GSText(GSText.STR_GOAL_GROW);
local t2 = GSText(GSText.STR_TOWN_TEXT).AddParam(0).AddParam(t1);
t1["param_1"] = 1000;
t1.param_1 = 1000;
t1.SetParam(1, 1000);
t1[0] = 1000
t1.0 = 1000
GSTown.SetText(2, t2);
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AISign.BuildSign("My English Text");
i quite like this idea - i consider this a nice solution on multiplayer games in order to display some type of penalty.Eddi wrote:something that i remember being sugggested was a way to create/remove money out of thin air (not give to another company), for certain administrative purposes.
or better.. quests!dihedral wrote:i quite like this idea - i consider this a nice solution on multiplayer games in order to display some type of penalty.Eddi wrote:something that i remember being sugggested was a way to create/remove money out of thin air (not give to another company), for certain administrative purposes.
This is a thread about a scriptable game/goal framework, not a thread about the best way to frustrate players.Expresso wrote:What about the killer virus, spreading using your infrastructure. Decimating the population of entire towns, reducing the production of local industries significantly... and of course nobody wants to use your transport company anymore.
Probably nobody will use "stupid" scenarios.krinn wrote:For now i just see you gave all the power to kill a player/ai with no reward
Having a scenario that is able to kill someone is not always something stupid, some players might like challenge or crazyness.Kogut wrote:Probably nobody will use "stupid" scenarios.krinn wrote:For now i just see you gave all the power to kill a player/ai with no reward
It would be wise to allow version pinning there...Eddi wrote:...offloads the task of ensuring compatibility to the "GS-configurator" author
i would assume that that's the same way AIs work currently.andythenorth wrote:It would be wise to allow version pinning there...Eddi wrote:...offloads the task of ensuring compatibility to the "GS-configurator" author