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Posted: 04 May 2005 17:56
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...

Posted: 04 May 2005 18:00
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...

Posted: 04 May 2005 18:25
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.

Posted: 04 May 2005 20:10
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

Posted: 04 May 2005 21:16
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. ?

Posted: 05 May 2005 06:58
by SHADOW-XIII
half-road is visible to town as no road ... so for example a house can appear there

Posted: 05 May 2005 08:48
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.

Posted: 05 May 2005 09:54
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)

Posted: 05 May 2005 10:13
by SHADOW-XIII
so:
townroadbranchprob 0 = townbuildnoroads :?:
or
townroadbranchprob 0 = townbuildnoroads + more_chance_to_build_a_house :?:

Posted: 05 May 2005 12:41
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.

Posted: 05 May 2005 14:46
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.

Posted: 05 May 2005 16:18
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.

Posted: 11 May 2005 11:26
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. :).

Posted: 11 May 2005 13:03
by The Irish
This sounds really good. Can't wait.

Posted: 11 May 2005 13:18
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.

Posted: 11 May 2005 16:45
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?

Posted: 11 May 2005 20:55
by Aegir
The AI players will spawn. But do exactly nothing. Nothing at all. Wont manage loans, wont build, wont sell trains. Nothing.

Posted: 11 May 2005 20:58
by krtaylor
So what's the point?

Posted: 11 May 2005 21:23
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,

Posted: 11 May 2005 23:03
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.