Zimmlocks creations develoment thread

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Szappy
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Post by Szappy »

I think, you should ask MB to make the stadium a 'historic' building, so that towns and AI players cannot demolish it.
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Post by Purno »

Why not make the stadium an industry?
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Post by Rob »

Because at the moment we have a maximum of only 90 industries.
I've used them up already and that's without the new industries. :cry:
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Post by Purno »

You mean a total number of 90 industries per map? Not a total of 90 different types of industries in the game?
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Post by Rob »

Total, yes.
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Post by Csaboka »

First of all, I'm sorry for not responding, but my ISP had problems all day yesterday.

Hyronymus: Of course you can do that, that's the whole idea behind that variable. Unfortunately, no one bothered to draw weathered versions of houses yet, so I don't know how it would work in a real game.

SHADOW-XIII: You don't need that variable to have cycling seasons for houses. Variable 02 (current month) should be enough to decide which season you're in, and decide the graphics accordingly. The problem is, again, the amount of extra sprites artists need to draw for this, not the coding itself.

The Irish: I could easily do a new callback that allows houses to decide whether they allow themselves to be removed or not. (When the town tries to remove them, that is. Humans could remove them whenever they want) This way, you could have rules like "the building isn't removed if it's younger than X years" or "the building isn't removed if it's the last in town". You could for example have a "tavern" type that accepts beer all by itself, and if a town ever decides to build one, it won't be allowed to remove it, only to build a new one and remove the old one. This way a town that started accepting beer wouldn't ever stop it, the worst that could happen is that it moves the tavern so far away that you need to move your station.
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Post by goalie »

Csaboka wrote:
The Irish: I could easily do a new callback that allows houses to decide whether they allow themselves to be removed or not. (When the town tries to remove them, that is. Humans could remove them whenever they want) This way, you could have rules like "the building isn't removed if it's younger than X years" or "the building isn't removed if it's the last in town". You could for example have a "tavern" type that accepts beer all by itself, and if a town ever decides to build one, it won't be allowed to remove it, only to build a new one and remove the old one. This way a town that started accepting beer wouldn't ever stop it, the worst that could happen is that it moves the tavern so far away that you need to move your station.
that would be great
if you could do that
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Post by G-Klav »

Or maybe town houses could be made to accept beer... I'm confused they don't already.
Work and beer may not be very good together, but A LOT of people drink beer at home, don't they?
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Post by Zimmlock »

G-Klav wrote:Or maybe town houses could be made to accept beer... I'm confused they don't already.
Work and beer may not be very good together, but A LOT of people drink beer at home, don't they?
I have drawn a bar, the Corona Bar, this one could accept beer, this bar ll remain in the game and appear a few times per town, have only the 20-50 version to show. There is allso the Hotel that can accept beer. Only problem is that those buildings appear and diappear so you keep moving arround stations.
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Post by Hyronymus »

Zimmlock: large cities can have something like a conference centre that accepts passengers, goods and beer i.e..
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Post by CPCNMAN007 »

Zimmlock from corona beer you will can a industrie beer
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Post by goalie »

looks very good
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Post by Zimmlock »

goalie wrote:looks very good
Thanks, i am bussy at the background, slowly drawing for TTRS-v3, but so many new options available, i need time to think over my new approach and the new-industry feature.
Like the beer issue, to keep a cerain cover of beer accepting building in a town, so you dont have to move stations arround to much, a few bars, a stadium, hotels, casinos and so on.
ATM i am still with the first building type, Bank, with the 4 time slices it means there has to be 8 bank images each with 3 construction sites......
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Post by Aegir »

Zimmlock, may I suggest that the Eschere like small bank (2010-2070) be swapped with the more modern looking bank for 1980-2010? It just seems to match better. Almost seems like the progression in the two last small banks is going back in time.

Looking very good so-far though! Im really looking forward to what you can do for the 2010-2070 years! Should be nice with NARS (Even if I have to hack your .grf so it will atleast build below the snow-line in Arctic 8)) since it is including futuristic rail vehicles for that time period.
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Post by Prebral »

But the Eschere bank is futuristic...timespace folding and all other StarTrek-like stuff, you know :)
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Post by Zimmlock »

Ill keep the bank buildings the way they are now, i already have removed the Escher small bank in the 20-50 period. the 10-70~ time slice ll be verry futuristic and i can imagine some ll not like it. But no panic the set ll come with a few parameters, you ll be able to make a choise, the default ll be the time progression like it is ment to be, you ll have all buildings. Or you make a choise if you like to play with one of the time periods, you ll have only the buildings from the time period you have chosen. Is the 10-70~ slice to much for your eyes, just change the parameter at the newgrf file.
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Post by Aegir »

Zimmlock wrote:Ill keep the bank buildings the way they are now, i already have removed the Escher small bank in the 20-50 period. the 10-70~ time slice ll be verry futuristic and i can imagine some ll not like it. But no panic the set ll come with a few parameters, you ll be able to make a choise, the default ll be the time progression like it is ment to be, you ll have all buildings. Or you make a choise if you like to play with one of the time periods, you ll have only the buildings from the time period you have chosen. Is the 10-70~ slice to much for your eyes, just change the parameter at the newgrf file.
Hey, I've got no problem with the artwork, my eyes are quite fine. I just thought it would look better with them swapped around.

But no matter, I like what you've done so far :).
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Post by Aegir »

The TTRS2 climate hack is back... And this time its out for revenge:

I'm not attaching it yet, only a preview picture, as this new modification goes beyond just disabling the climate check, but all the way through to modifying building placement for the entire set. Although I had permission for the previous climate mods, this one goes a bit further, so I'll wait for Zimmlocks re-approval before releasing anything and treading on his toes.

Good news is that this version wont require a modified TTD executable.
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Post by Csaboka »

Maybe cathedrals should be disabled in tropic, if you ask me... I'm very weak at history, but AFAIK those things were built in the medieval ages in Europe only, so they would look a bit silly in a jungle or in the desert...
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Post by Aegir »

Csaboka wrote:Maybe cathedrals should be disabled in tropic, if you ask me... I'm very weak at history, but AFAIK those things were built in the medieval ages in Europe only, so they would look a bit silly in a jungle or in the desert...
True, I'm far from done actually. Given permission to continue this level of modifications, I'd like to go through and extensivly alter what buildings are availible in each climate, what date they are introduced, what areas. and so forth. I've already noticed that a lot of TTRS buildings slot in really well with the ones already in that climate.

I know TTRS2 is 'public domain', but I still don't feel comfortable with doing somthing like this without express permission every step of the way.
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