Suggestions commonly asked for
Moderator: OpenTTD Developers
Re: Suggestions commonly asked for
Well, should we send this into OTTD Programmer HQ's central server or do we hope a trawler with skillz decides to take this? Is there some main place we can have thid hopefully seriously considered?
- planetmaker
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Re: Suggestions commonly asked for
This suggestion thread probably is as much as you can do unless you seriously want this 'feature' and start off yourself programming it. Though even with a decent patch around I wouldn't give a pipeline feature too good a chance to hit trunk. The question to be answered would be: what does it add to the game? IMO not much, just a possibility to make a cash cow without any need for maintenance. If so, I'd hope for an implementation in the 'new objects' framework which then would allow to build such things as eye candy objects.bugfinder wrote:Well, should we send this into OTTD Programmer HQ's central server or do we hope a trawler with skillz decides to take this? Is there some main place we can have thid hopefully seriously considered?
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Re: Suggestions commonly asked for
Well, apart from the few new industries we could implement, I guess you are kind of right.
But these days, the most people seem to make these days are new grf's for already made objects. Isn't that eyecandy too?
The only interesting thing is the new industries that are programmed in and allow for higher complexity and require more thinking, which in turn makes the game better.
Soooo.....does that kill it then?
But these days, the most people seem to make these days are new grf's for already made objects. Isn't that eyecandy too?
The only interesting thing is the new industries that are programmed in and allow for higher complexity and require more thinking, which in turn makes the game better.
Soooo.....does that kill it then?
Re: Suggestions commonly asked for
When I came up with this Idea of piplines it was simply to make the game more realistic, I dont think it is that common to transport oil with trains. And if you want maintanens why not add it. I mean you can have anything from upgrades, (ex: wider pipes, better pumps and pipes that holdes together longer), exactly like all the other transportation options. Essentially all of the means of transportations in this game is eyecandy if you take away the maintenens (wich I do when I play, I find it boring to wait for brakedowns and wehicles getting old, in my oppinon thats not somthing a executive is bothered with).
Actually I play the game to make citys grow togheter and form hughe metropolitans.
Actually I play the game to make citys grow togheter and form hughe metropolitans.
Re: Suggestions commonly asked for
Due to realism, next FIRST industries versions are going to have refinery (instead of oil wells) as raw industry.JFK wrote:When I came up with this Idea of piplines it was simply to make the game more realistic, I dont think it is that common to transport oil with trains. And if you want maintanens why not add it. I mean you can have anything from upgrades, (ex: wider pipes, better pumps and pipes that holdes together longer), exactly like all the other transportation options. Essentially all of the means of transportations in this game is eyecandy if you take away the maintenens (wich I do when I play, I find it boring to wait for brakedowns and wehicles getting old, in my oppinon thats not somthing a executive is bothered with).
http://www.tt-forums.net/viewtopic.php?p=847398#p847398
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: Suggestions commonly asked for
How about a tutorial similar to most modern games where (as opposed to the video of TT) you actually interact with the game, it telling you what to do and reacting as you do it.
I have played TT for quite a while but I can imagine that the lurning curve is quite steep - there are a lot of buttons and things to get used to (signalling on its own is something quite hard to get to grips with). As 1.0 nears and download numbers increase, I would think that the newest players need to some sort of help without resorting to a text-based online manual.
I have played TT for quite a while but I can imagine that the lurning curve is quite steep - there are a lot of buttons and things to get used to (signalling on its own is something quite hard to get to grips with). As 1.0 nears and download numbers increase, I would think that the newest players need to some sort of help without resorting to a text-based online manual.
Re: Suggestions commonly asked for
I found/like to ask the following fug/beature:
Currently, the scenario editor seems to save the AI settings in the scenario, but these are not accessible through the editor. AI settings seem to be inherited from the main menu, when first starting a new scenario, and cannot be changed thereafter in the editor.
This is a pity, because I'd like to use one well-designed scenario (for the purpose) to do some AI testing.
Example to further clarify the problem:
1) I start the scenario editor, and design the scenario, and save it.
2) I start a new game, based on the scenario ('play scenario'). Now I find that an AI is being started, that I don't want in the game.
3) Problem: I cannot prevent that AI from being started by changing any AI settings.
It sems that the selection of AIs being used in the game is defined in the scenario itself, not in the main menu, when starting a game from a scenario. I suggest if a new game is started from a scenario ('play scenario'), that the AI settings from the main menu are taken, not those that appear to be stored in the scenario itself.
Currently, the scenario editor seems to save the AI settings in the scenario, but these are not accessible through the editor. AI settings seem to be inherited from the main menu, when first starting a new scenario, and cannot be changed thereafter in the editor.
This is a pity, because I'd like to use one well-designed scenario (for the purpose) to do some AI testing.
Example to further clarify the problem:
1) I start the scenario editor, and design the scenario, and save it.
2) I start a new game, based on the scenario ('play scenario'). Now I find that an AI is being started, that I don't want in the game.
3) Problem: I cannot prevent that AI from being started by changing any AI settings.
It sems that the selection of AIs being used in the game is defined in the scenario itself, not in the main menu, when starting a game from a scenario. I suggest if a new game is started from a scenario ('play scenario'), that the AI settings from the main menu are taken, not those that appear to be stored in the scenario itself.
A game worth playing is a game worth modding 

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- Engineer
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Re: Suggestions commonly asked for
A few Suggestions i would like to make:
1) A station System which allows platform 1, Platform 2, etc., without having to make A seperate station for each platform, And A system by which not all people get of at the next station, so that you can do a stopper service but instead of everyone getting off and on at each station, Only a few people get off/on at the intermeidate stations But all get off at a terminus.
2) an improved British and/or Other nations Trains GRFs, by which Gives you the full selection of locomotives and rolling stock, Because, What i have found with the British GRF set i currently use only has a small selection of Trains and rolling stock, so what i would like is a full(or near enough full) selection of British locos and rolling stock.
three main things i would like to express,
-is Coaches, There needs to be more variety, instead of just set few coaches that change through-out the years, i Would like to see Original Steam Coaches as they progress, Also i would like to see Mk 1's, Mk 2's, Mk 3's and Mk 4's, Also things like Pullmans, Originals Or Later Pullmans like the Blue pullmans.
-another Thing is EMU's(electric multiple units) and DMU's(Diesel multiple units) And Even DEMU's (Diesel Electric multiple units(Bi-Power units)), Because the GRF has a Small Range of these, so i would like to see More.
-And the final Thing is DVT's(driving van trailer) And Passenger DT's(Passenger Drving Trailers) I would like to see Them, because in the real World there are Numerous Locos That Now Run with DVTs Like Wrexham&Shropshire Run 67's With DVTs, Also under DVTs I will will add Driving Brake Trailers, And break Coaches. These Would Run in the place Of locos on return Trips
3) A System Which Allows you to Buy Certain Routes from AI's instead of the whole of thier Business, And a System where when you do buy thier whole company, you get an Choice box wether you want to Keep the buisness or sell it.
Many thanks
1) A station System which allows platform 1, Platform 2, etc., without having to make A seperate station for each platform, And A system by which not all people get of at the next station, so that you can do a stopper service but instead of everyone getting off and on at each station, Only a few people get off/on at the intermeidate stations But all get off at a terminus.
2) an improved British and/or Other nations Trains GRFs, by which Gives you the full selection of locomotives and rolling stock, Because, What i have found with the British GRF set i currently use only has a small selection of Trains and rolling stock, so what i would like is a full(or near enough full) selection of British locos and rolling stock.
three main things i would like to express,
-is Coaches, There needs to be more variety, instead of just set few coaches that change through-out the years, i Would like to see Original Steam Coaches as they progress, Also i would like to see Mk 1's, Mk 2's, Mk 3's and Mk 4's, Also things like Pullmans, Originals Or Later Pullmans like the Blue pullmans.
-another Thing is EMU's(electric multiple units) and DMU's(Diesel multiple units) And Even DEMU's (Diesel Electric multiple units(Bi-Power units)), Because the GRF has a Small Range of these, so i would like to see More.
-And the final Thing is DVT's(driving van trailer) And Passenger DT's(Passenger Drving Trailers) I would like to see Them, because in the real World there are Numerous Locos That Now Run with DVTs Like Wrexham&Shropshire Run 67's With DVTs, Also under DVTs I will will add Driving Brake Trailers, And break Coaches. These Would Run in the place Of locos on return Trips
3) A System Which Allows you to Buy Certain Routes from AI's instead of the whole of thier Business, And a System where when you do buy thier whole company, you get an Choice box wether you want to Keep the buisness or sell it.
Many thanks
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- Engineer
- Posts: 1
- Joined: 05 May 2010 20:55
Re: Suggestions commonly asked for
Haven't played in years, just started again, have one suggestion that may have already been suggested.
Some of the industries should be trying locate themselves close to the tracks/roads/airports. I know some can't. More realistic in some ways. Maybe in multiplayer games the highest rated player gets the nod by the industrial AI.
Thanks for all the work you've done since I last played and even since I started again.
Some of the industries should be trying locate themselves close to the tracks/roads/airports. I know some can't. More realistic in some ways. Maybe in multiplayer games the highest rated player gets the nod by the industrial AI.
Thanks for all the work you've done since I last played and even since I started again.
Re: Suggestions commonly asked for
I'd really like to see some socialization in tycoon. It's popular now to add social features into new games and it do the trick - people love these games. I'm confused, I couldn't find something like this here, but I'm sure there are a lot of people who need the following:
1) friends list in network game ladder (and their current servers)
2) favorite servers and enlarged history
3) Avatars (they already are mentioned in "Suggested")
4) smth else I've missed =)
PS: Thanks for you work, great project!
1) friends list in network game ladder (and their current servers)
2) favorite servers and enlarged history
3) Avatars (they already are mentioned in "Suggested")
4) smth else I've missed =)
PS: Thanks for you work, great project!
Re: Suggestions commonly asked for
I'm playing the new open TTD, and I think the vehicle replacement thing is brilliant, but now I want to upgrade the track to electricification, and don't feel upto replaceing every single section of rail. In Railroad Tycon, you can upgrade a section or the whole network in one go if you have the money, so my suggestion is something similar or, a train you can build that goes round your network upgrading it, which would be a more realistitc thing, and could possibly be done with a macro?
Also, another suggestion, direction arrows for signals, as it is a bit hard to see at the mo', least for me it is.
Also, another suggestion, direction arrows for signals, as it is a bit hard to see at the mo', least for me it is.
Re: Suggestions commonly asked for
Or you could use the rail replace tool which looks like a yellow arrow coming up from the track in the toolbar.
Re: Suggestions commonly asked for
It looks like this:
Or this:
You can easily convert from normal to electrified rails, it can be done even if there are trains on the track.Re: Suggestions commonly asked for
thanks, didn't know about that, but the icons are so small on my machine, and there are lots of new things for me in the game. I also seem to have a bug with the electric sections where the trains sometimes don't want to go down them.
Re: Suggestions commonly asked for
You may have made a mistake when you were converting the tracks, and left out that particular piece. Electric trains won't go on normal tracks, so be sure you convert all pieces of track.
Re: Suggestions commonly asked for
Done that now, all electric, easier than I though eventually, now just got raise £400M to buy out my main two competitors.
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Re: Suggestions commonly asked for
I'd like to suggest a little change for the pre-signals.
Shown on the screen is that another arriving train would just wait before the red pre-signal until the current loading one leaves.
I'd like the exit-signal before the depot to see this as exception and show green because the way to the depot is free.
I know they look around turns that are not possible, without these priority merges would be impossible I think but I like the show built for the ability to store 'infinite' waiting trains. The down point is that it is currently only possible to make a train enter the depot with a PBS before it.
With all other signals the loading train blocks the entrance. But it would also enter the depot even if there would be no waiting train which costs some time and is mosttimes unneeded. With the exception I'd like for the exit-signal trains would go for waiting into the depot if a train is already loading or drive directly into the station if there's no waiting train.
PS: if this is the wrong thread to post this suggestion I'm sorry and would appreciate (I bet I wrote that wrong now) if an admin or mod could move it to where it belongs.
Shown on the screen is that another arriving train would just wait before the red pre-signal until the current loading one leaves.
I'd like the exit-signal before the depot to see this as exception and show green because the way to the depot is free.
I know they look around turns that are not possible, without these priority merges would be impossible I think but I like the show built for the ability to store 'infinite' waiting trains. The down point is that it is currently only possible to make a train enter the depot with a PBS before it.
With all other signals the loading train blocks the entrance. But it would also enter the depot even if there would be no waiting train which costs some time and is mosttimes unneeded. With the exception I'd like for the exit-signal trains would go for waiting into the depot if a train is already loading or drive directly into the station if there's no waiting train.
PS: if this is the wrong thread to post this suggestion I'm sorry and would appreciate (I bet I wrote that wrong now) if an admin or mod could move it to where it belongs.
[18:59] <Tepo99> so i'll finish other views and post it at tt-forums. Maybe i'll find some coder for it 
[18:59] <Stablean> <V453000> ask planetmaker about some slaves
[18:59] <BloodyRain2k> lol
[18:59] <Tepo99> lol
[19:00] <Stablean> *** lol--lol joined the game
[19:00] <Tepo99> :D
[19:03] <Stablean> <lol--lol> damm v453 alway's with his lines

[18:59] <Stablean> <V453000> ask planetmaker about some slaves

[18:59] <BloodyRain2k> lol
[18:59] <Tepo99> lol
[19:00] <Stablean> *** lol--lol joined the game
[19:00] <Tepo99> :D
[19:03] <Stablean> <lol--lol> damm v453 alway's with his lines
- planetmaker
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Re: Suggestions commonly asked for
The way to the depot is not free, it's in the same track block which is occupied by the train in the station (yellow). Add another signal between station and depotwhere the red arrow is pointing and you'll have what you want.
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OpenTTD: manual | online content | translations | Wanted contributions and patches
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Re: Suggestions commonly asked for
I know that the way with the current rules is not free, that's why I ask for a little change.
The point that there is no signal is that if there would be one, the trains in the depot would come out to that signal and block the way into it. And that would make the whole depot as storage useless cause the trains would again collect up before the station / depot instead of inside the depot.
Edit: I also know that it would be realizable with PBS but then again the train would prefer waiting over going into the depot. If I would add the depot to it's orders it would go there even when the station is free.
Only way to do it is pre-signals but since the trains come out of the depot for a half-a-tile free path it's screwed again : (
The point that there is no signal is that if there would be one, the trains in the depot would come out to that signal and block the way into it. And that would make the whole depot as storage useless cause the trains would again collect up before the station / depot instead of inside the depot.
Edit: I also know that it would be realizable with PBS but then again the train would prefer waiting over going into the depot. If I would add the depot to it's orders it would go there even when the station is free.
Only way to do it is pre-signals but since the trains come out of the depot for a half-a-tile free path it's screwed again : (
[18:59] <Tepo99> so i'll finish other views and post it at tt-forums. Maybe i'll find some coder for it 
[18:59] <Stablean> <V453000> ask planetmaker about some slaves
[18:59] <BloodyRain2k> lol
[18:59] <Tepo99> lol
[19:00] <Stablean> *** lol--lol joined the game
[19:00] <Tepo99> :D
[19:03] <Stablean> <lol--lol> damm v453 alway's with his lines

[18:59] <Stablean> <V453000> ask planetmaker about some slaves

[18:59] <BloodyRain2k> lol
[18:59] <Tepo99> lol
[19:00] <Stablean> *** lol--lol joined the game
[19:00] <Tepo99> :D
[19:03] <Stablean> <lol--lol> damm v453 alway's with his lines
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
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Re: Suggestions commonly asked for
Even though I'm not a developer, I'm fairly certain that a well-established rule, which also works nicely for years, won't be changed for the reasons that it doesn't work in your case as you desire
and jeopardize every existing savegame.

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