I do love the idea were you open up new industrys as the game gos on but as long as the old ones are still on the map and avaible to use and build
and i hope to see this work for you and us lot to enjoy playing

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ECS´s list of cargoes is complete, i.e. 32 cargoes.andythenorth wrote:[...] we'll use appropriate labels where new cargos are needed. I see no reason why these wouldn't be added to the list of ECS labels on the TTDPatch wiki.
Have I conflated the specifics of ECS with the general description of cargo labels? Feel free to disambiguate my terminology if I'm wrong - I was referring to the list of 60 labels here: http://wiki.ttdpatch.net/tiki-index.php?page=CargoTypesmichael blunck wrote:andythenorth wrote:ECS´s list of cargoes is complete, i.e. 32 cargoes.
You may define as lot different cargo labels as you´d be able to specify in the four-byte entries of a Cargo Translation Table. However, there are only 32 cargo bits available.andythenorth wrote:I was referring to the list of 60 labels here: [...]
Pretty certain that's not a problem. We only require 30 cargo bits. I designed the set to allow for the 32 bit limitation, with 1 bit free for regearing, and 1 spare for future needs (in case we need to add an important cargo, or in case the author of a major vehicle set has some need for the bit as Pikka does with regearing).michael blunck wrote:You may define as lot different cargo labels as you´d be able to specify in the four-byte entries of a Cargo Translation Table. However, there are only 32 cargo bits available.
Certain kinds of industry *will* begin to close after a certain date. For example cheese shops might start closing after 1935. (there are no cheese shops in the set, but it's an example, and some of you may understand the reference. There is of course no cheese in the cheese shop).2007Alain2007 wrote:Will it be possible that the Industrys are together at the same time becuse if you use years that they close and open there might be a problem as the game gos on so it might be easyer for you guys not use years for closing
I do like the openGFX style, but I do *prefer* the original TTD style. It's a bit crisper where openGFX is a little more pastel. I hope you don't mind me saying that - I am under the impression that it's a deliberate style choice with openGFXZephyris wrote:I would love to get involved, especially if you like the openGFX style...
The set will start around 1800-ish. Ofcourse you will be able to start earlier, but you will not get any new industries until around 1800-ish.CommanderZ wrote:FIRS will start in medieval times?
Hehe. Yes indeed, I'm curious myself But then we all would start suggestion with the best of our intentions on how to modify itTimitry wrote:Yes, cargo schemes would be cool![]()
Indeed. I do consider that a good proposal. And if my feable grasp of newgrf coding serves me well, it is possible to implement.The vehicles of those time periods can not carry that much goods and are rather slow, while in the modern times, vehicles are quite fast and can carry a lot.
I think the industry production should somewhat be based on that
I have been thinking that for certain industries, production should be tied a little more to the physical size of the industry (in tiles), and also that there should be larger and more productive industries in later years compared to earlier years. I think it's possible within the newgrf spec to check which industry layout is being used, but I would need to confirm that.Eddi wrote:even in later times, up to like 1960, there should be small (as in 1 tile) industries with low production and low stockpile sizes, that are suitible to be serviced by a small (mixed train) branch line. later, the small industries get a higher closing chance, so the branch lines subsequently get obsolete.
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