[patch] trees growth reduced
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Re: [patch] trees growth reduced
Both solutions could imo work, one is just more complicated to fabricate than the other.
Re: [patch] trees growth reduced
The tree mechanics as of now are currently my only issue with the eyecandy of OTTD. Having no compromise between either "original" generation (barren land after 50 years) or "improved" generation (whole map is a nature reserve after 50 years) really bums.
How does tree spreading work? Why does the "original" tree algorithm end up with barren landscapes, even though there are still a respectable number of trees planted on the map at the start?
How does tree spreading work? Why does the "original" tree algorithm end up with barren landscapes, even though there are still a respectable number of trees planted on the map at the start?
Re: [patch] trees growth reduced
I already tested it on multiplayer server and in my opinion it solves above problem - keeping trees and map size on reasonable level.Gigigonzalez wrote:Meh, interesting but still doesn't really solve the trade off between having no trees at all or having a sh*tload of them after 25/50 years and nothing in between. Its a killer for multi player games.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
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- Engineer
- Posts: 91
- Joined: 12 Jun 2014 14:24
Re: [patch] trees growth reduced
Ehm... Differences in GRF? FIRS? Tropic?
All tested and working?
I doubt this trick will fix all the problems without concessions etc.
All tested and working?
I doubt this trick will fix all the problems without concessions etc.
Re: [patch] trees growth reduced
In case of tropic, there is no tree issue in my opinion, because trees are limited to rainforest area.Gigigonzalez wrote:Ehm... Differences in GRF? FIRS? Tropic?
If FIRS or ECS are used, you would have just two independent wood sources - original forest and logging camp.
One have low productivity (without supplies) but is stable, the second offer higher productivity albeit with risk of closure, if run out of trees.
Your choice.
For further discussion related to logging camp newgrf concept I invite to this thread:
http://www.tt-forums.net/viewtopic.php?f=67&t=71330
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: [patch] trees growth reduced
The ECS sawmill already displays this behaviour,
if you dont deliever wood or dont deliver enough wood it will chop down nearby trees to create wood products,
if you dont deliever wood or dont deliver enough wood it will chop down nearby trees to create wood products,
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