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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 29 Aug 2010 22:32
by Bob_Mackenzie
In the game I played they didn't close but they did decline until they were uneconomic to fish

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 29 Aug 2010 22:37
by NekoMaster
Bob_Mackenzie wrote:In the game I played they didn't close but they did decline until they were uneconomic to fish
If its not a network game you can use the production cheat to nudge it up, s'what I do

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 30 Aug 2010 11:35
by leaderfrontier
Sorry to say that.

I just want to ask,the production of mixed farm(Produce liverstock and fruit and vegetable),arable farm(Produce grain) and Fruit plantation(Produce fruit and vegetable) is low as only 18?

Sorry and don't flame me if I make a mistake
:D

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 30 Aug 2010 13:34
by FooBar
That's intended. All farms cluster, so there's always a few close to each other. Build one rail station and use trucks to transfer cargo from the farms to the rail station. With the same infrastructure you can transfer farm supplies from the rail station to the farms to boost production. I'm personally very pleased with how that works.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 30 Aug 2010 16:57
by cmoiromain
For the fishing grounds, perhaps you could instead have them vary production depending on the time of year, as happens IRL. Each species of fish has its wn season.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 30 Aug 2010 20:10
by Arie-
Or maybe as a result of the previous years of fishing intensity (as happens IRL ;)). This would mean a fishing ground can support a certain population. Once each year (or more gradually) the population of fish would increase by multiplication (or maybe by a simple addition as to ensure a basic growth). Example:
Fishing ground X has a buffer of maximum 10000. Each month population is multiplied with 1.25 and an additional 1000 is added. Lets say in January 1st there are 5000 fish, during the month 1000 fish are extracted from the water. Then on January 31st the 4000 remaining fish will multiply and 1000 are added resulting in 6000 fish. This can continue up to 10000 fish as that is the maximum population that fishing ground can support. Would one fish 4000 from the water that month, there are 2000 fish remaining at the end of February, multiplication and adding fish results in 3500 fish then at the beginning of March.
Now this system would require some tuning as to what suitable numbers are, and of course it should be possible to implement such a buffer.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 31 Aug 2010 02:06
by leaderfrontier
@FooBar:ooo,I know what should I do,thanks

For the fishing harbour.
It seem no fishing harbour in my game.When I am trying to fund a fishing harbour.I cannot find a place to build.
It needed flat land or slope land or on sea?

Hope for advice..thanks.


Anyway,am I give some suggestion?Nevermine if not suitable or don't like :D
Is hospital available?

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 31 Aug 2010 07:32
by FooBar
Building a fishing harbour is a bit tricky. It needs to be near a town for starters and it wants to build on the shore. What tile you need to click is a bit tricky though, I don't know the exact science on that either, "many random clicks" seemed to do the trick in most cases.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 31 Aug 2010 07:50
by andythenorth
Basics of building fishing harbour:
- needs to be on a slope
- near a town
- with enough clear water to fit the industry in

It's easy on a south-facing shore, just put the build cursor on the slope of a coast near a town.

On a north facing slope, it's harder, you have to put the build cursor out at sea :(

I'll put some screenshots up later ;)

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 31 Aug 2010 08:03
by FooBar
Speaking of screenshots... Here's four possible layouts and how to construct them. You actually need a minimum amount of shore to construct them on. The fourth layout is a bit tricky to get, as the game prefers to build the one above it instead.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 31 Aug 2010 08:15
by planetmaker
I'm missing a layout for a North-Western shore :-) (land Sout-East, water North-West). The two layouts to the right correspond both to the South-West shore.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 31 Aug 2010 09:44
by leaderfrontier
I get the point,thanks

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 31 Aug 2010 10:06
by andythenorth
planetmaker wrote:I'm missing a layout for a North-Western shore :-) (land Sout-East, water North-West). The two layouts to the right correspond both to the South-West shore.
There are limited layouts, IIRC I didn't want to draw / code all of the possible combinations of foundations. I might be wrong though :) What does the code say? :)

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 31 Aug 2010 11:17
by FooBar
Code says 5 layouts. So there's indeed one layout missing. Anyways, the screenshot should give plenty of pointers to get at least one layout constructed.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 31 Aug 2010 11:24
by planetmaker
andythenorth wrote:
planetmaker wrote:I'm missing a layout for a North-Western shore :-) (land Sout-East, water North-West). The two layouts to the right correspond both to the South-West shore.
There are limited layouts, IIRC I didn't want to draw / code all of the possible combinations of foundations. I might be wrong though :) What does the code say? :)
You have to draw foundations for this? Or is it 'just' your wish to supply special foundations for harbours (which makes sense)?

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 31 Aug 2010 12:30
by andythenorth
planetmaker wrote:You have to draw foundations for this? Or is it 'just' your wish to supply special foundations for harbours (which makes sense)?
IIRC, I have to draw foundations, can't remember why. Might just be the graphics though. Not a very helpful answer :)

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 02 Sep 2010 18:01
by Ogre
These layouts for the harbours are very nice, all of them. I just miss some seagulls :)

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 04 Sep 2010 13:51
by FooBar
FIRS 0.4 now in stores!

I'm proud to present a new release: FIRS 0.4! As usually it's available in your local fruit store as well as http://bundles.openttdcoop.org/firs/releases/LATEST/

Some things are new, some things are improved and some things are just different. It's bigger, it's better and it's more exciting than ever before! Get it while it's fresh. Enjoy!


*Important*
-The grfID has changed in FIRS 0.4. It is *not* savegame compatible with any previous release of FIRS.
-Some industries show up as colourful boxes. This is intended, the actual graphics will be available in 0.5.


*What's new in 0.4?*

Over 220 changes since FIRS 0.3

*New Industries*
- Blacksmith (no new graphics)
- Windmill (no new graphics)
- Wholesale Market (no new graphics)
- Supermarket (no new graphics)
- Retail Market (no new graphics)
- Sugar refinery (no new graphics)
- Cane Plantation

*New Cargos*
- Sugar Cane / Sugar Beet
- Petrol (formerly Fuel Oil)
- Metal (formerly Steel and Aluminium)

*Removed Industries*
- Cane Plantation (yes, we added it and removed it in the same release!)

*New Features*
- Several industries can now build on slopes
- Improved forest appearance
- Improved fruit planation appearance
- Improved sand and gravel pit appearance
- Disallow certain industries above snowline
- Disallow certain industries to build in desert
- 1 tile buffer between most industries if randomly generated
- Strict OpenTTD version requirements
- Reviewed third party set compatibility: Allow LV4 and recent TTRS
- Blacksmith now also produces farm supplies

*Translations*
- Most translations updated
- Reworked translation framework

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 04 Sep 2010 14:56
by Kogut
Pictures?
yes, we added it and removed it in the same release
How?

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 04 Sep 2010 15:07
by FooBar
It's up to you play a game and show us pictures :D
Kogut wrote:How?
You mean why? There's no point in having it, as now one of the farms produces sugar beet/cane instead.