2.0.1 alpha / 2.5 beta discussion

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SuperTycoon
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Post by SuperTycoon »

krtaylor wrote:Does it differentiate between extending a road that's already there, and making a new branch off of a road? Because often times, I would want it to extend an existing road further, but not make any new branches off of it.
I think it would be useful to be able to set this at different values in different zones, for example in zones 4/5 it would be stupid to build new roads as an existing road network would already be in place and so the value should be 0, but in other zones...
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eis_os
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Post by eis_os »

It only changes the probability what gets build on sides of a road...

Aka: TTD creates a random value, then it looks if this value is below or above a fixed value (this gets changed by the switch) and builds a road branch or a house... It hasn't todo with extending roads (well in some way it has, because if you change the compare value to very low you will never see any road branches ...)

It doesn't change the way towns are created, the algorithm, it changes the chances in one one algorithm if a road or a house gets created, so don't start something with town zones...
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Post by Csaboka »

goalie wrote:i can not build paper industries in temp with newindustries on
i play windos version of a 49
This isn't supported currently. Moreindustriesperclimate enables paper and paper mills, while newindustries enables arbitrary new industries via GRFs. Unfortunately, these two don't work together, so you have to choose one.

If new cargoes will ever be possible, you will be able to replace moreindustriesperclimate with a new custom GRF, but until then, the two switches live separately.
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Post by SHADOW-XIII »

eis_os wrote:It only changes the probability what gets build on sides of a road....
I assume that it's no use with townbuildnoroads on anyway

and one more thing ... strange thing bus stop support multiple buses at the same moment (2) ... second one looks like stopped at bus stop while taking over first bus
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Post by krtaylor »

Concerning towns building roads, from the point of view of a town, is there any difference between extending a road that's already there - i.e. building off the dead-end of a road (making an existing road longer), as compared with building a branch off of a road, i.e. making a branch where there wasn't one before. ?
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Post by SHADOW-XIII »

half-road is visible to town as no road ... so for example a house can appear there
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Post by onodera »

krtaylor wrote:Concerning towns building roads, from the point of view of a town, is there any difference between extending a road that's already there - i.e. building off the dead-end of a road (making an existing road longer), as compared with building a branch off of a road, i.e. making a branch where there wasn't one before. ?
With townroadbranchprob 0 the towns build long and winding roads with one or two branches. Then those roads join each other, and the road building completely stops.
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Post by eis_os »

Simple: 0xFFFF is the highest value, so only roads, 0 is the lowest meaning there will be never roads, simple use the value I posted, it's a good compromise... and will result in more room for bigger houses...

(it's right it will stop with 0, the extending road algo only works on dead-ends)
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Post by SHADOW-XIII »

so:
townroadbranchprob 0 = townbuildnoroads :?:
or
townroadbranchprob 0 = townbuildnoroads + more_chance_to_build_a_house :?:
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Post by Csaboka »

townroadbranchprob 0=no road branches

Towns will keep expanding their roads, but since they cannot create branches, they'll have one long road instead of a road network. TTD will put houses next to this road more frequently, but since there are less roads, there will be less houses.
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Post by krtaylor »

AHA. So you can do townroadbranchprob 0=no road branches, BUT manually put in spurs where you want the road the branch. So the towns will extend the roads in the direction they point, but won't start any new ones. Perfect!

Actually, what would be even better would be the ability to change this setting in each individual town control window, on a town-by-town basis.
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Post by iNVERTED »

I agree... this seems like a useful patch, but I have yet to try it out.

Any chance for townsroaddistance x? As in, you can change where they build the junctions? (TTD's would be 1 - towns will never build a road that is right next to one that's already there) If that makes sense.
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Post by Aegir »

Progress report on my little AI neutering patch:

Its going slowly but steadilly now. The bulk of my work, the fragment, has been finished and compiles without error, the next thing to do is go through all the other files and set it up as a switch, etc. etc...

It should hopefully make its way into a50. :).
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Post by The Irish »

This sounds really good. Can't wait.
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Post by Lightglobe »

Aegir wrote:my little AI neutering patch
I swear, the switch should be called aineuter now just because of the comments in #tycoon.
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krtaylor
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Post by krtaylor »

Now, the idea of the AIneuter patch is, once you've bought control of an AI company, it will continue to operate its trains, but it won't attempt to do any new construction except when you are in control?
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Post by Aegir »

The AI players will spawn. But do exactly nothing. Nothing at all. Wont manage loans, wont build, wont sell trains. Nothing.
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krtaylor
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Post by krtaylor »

So what's the point?
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Aegir
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Post by Aegir »

Subsidiary companies and Oskars co-op features.

Buy 75% of a company, then swap over to manage it. Use the co-op feautres to share lines with subsidiary companies engines. Instead of running all services with one company, share the load between them. Passengers on one, long distance on another, and freight on another,
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Post by lobster »

that's an awesome feature. hey Aegir, by the way, now that you're so close on the patch developement, when will the new alpha be done? i'm really, REALLY looking forward to NewStations 0.4 which will be released simultaniously.
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