krtaylor wrote:I believe someone asked this question before, and the answer was NO, the total number of possible types of track is very deep in the code and we can't change it. We can change what they are, and what they look like, and how they behave, but there can ever be only 3.
I answered the question in my second last post here in the thread, simply to much change. Yeah, I read your inflation posting, currently I have very limited time for TTDPatch, sorry.
Maybe somebody or a Team could collect the suggestion in a text file?
So new ones can look into it and all can find already posted suggestions. (and the dev answers)
Would be quite usefull for all I think.
Maybe I can write a little perl script so it's userfriendly to search,
but with my current time plan ohh remove this sentence.
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
This is not important, but the shuffle button in the music always starts with the same song, number 14 "sawyers tune"
Can we get a really random shuffle here ?
Well, back to work, lot's of it in the near future
Is there any possibility of telling the ships to pass along each other
I really love using ships, but if you see 10 ships crossing each other, it's not that realistic
Couldn't you tell the pathfinder that a ship on a square is like land and should be avoided ??
If there is no way passing, then it should just wait !
Off-course this is not really urgent, neither important, just eye-candy
Well, back to work, lot's of it in the near future
Good idea about ships. Here's a question for the coders - does anyone know how they work? Is a ship on one square at a time, or two? They certainly don't FIT on one square at a time, but they seem to behave as if they think they do. But unlike the trains, the ship depots were designed to be big enough to fit ships in, and the ships also know they are double-ended.
Development Projects Site: http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
spaceman-spiff wrote:If I'm boring anyone, please tell me
Is there any possibility of telling the ships to pass along each other
I really love using ships, but if you see 10 ships crossing each other, it's not that realistic
Couldn't you tell the pathfinder that a ship on a square is like land and should be avoided ??
If there is no way passing, then it should just wait !
Off-course this is not really urgent, neither important, just eye-candy
Not just eye-candy, it would take away the major advantage the ships have. No more 20+ ships loading at one station. Of course, it would be realistic, but it does affect the gameplay.
When it comes to ships, what you actually would want for maximum realism AND functionality, would be the ability to build a longer jetty. If it were two squares long, you could have one ship on either side, and one on the end, or maybe two tied up by the prow at angles. You couldn't put docks in little narrow waterways, but the game doesn't really let you do that anyway. Maybe an L-shaped pier? Or better yet, a concrete dike of some kind along the angle of the seashore, that ships can tie up to directly?
Probably none of this is possible within the confines of the game.
Development Projects Site: http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Frightened Shadow wrote:
Not just eye-candy, it would take away the major advantage the ships have. No more 20+ ships loading at one station. Of course, it would be realistic, but it does affect the gameplay.
That's true, one of the biggest pro's for ships is that you can load many at a time
But if they were to wait in line , it wouldn't affect gameplay that much, I think, seeing how much they take in one haul
Well, back to work, lot's of it in the near future
krtaylor wrote:When it comes to ships, what you actually would want for maximum realism AND functionality, would be the ability to build a longer jetty. If it were two squares long, you could have one ship on either side, and one on the end, or maybe two tied up by the prow at angles. You couldn't put docks in little narrow waterways, but the game doesn't really let you do that anyway. Maybe an L-shaped pier? Or better yet, a concrete dike of some kind along the angle of the seashore, that ships can tie up to directly?
Probably none of this is possible within the confines of the game.
I think bigger docks is out of the question, if it was easy, our developpers would have changed that long ago, it's on of the ugliest things to watch in a game, 10 ships loading/unloading at one dock, try and click on any of them
How I would like a change in the ships pathfinder routines
Well, back to work, lot's of it in the near future
spaceman-spiff wrote:
That's true, one of the biggest pro's for ships is that you can load many at a time
But if they were to wait in line , it wouldn't affect gameplay that much, I think, seeing how much they take in one haul
What about canals and other tight places? If two ships meet head on, will one or both of them back off? This could create some difficult traffic problems, since there are no signals for ships.
I think there should be regulations on ship traffi - it is after all inconceivable that a 100 ships can fit in the space of one!!!
At the same time, allowing only 1 ship per block would cause innumerable problems with ship traffic, especially in canals.
Hence i have thoughht of 2 solutions:
1. Allow only 2 ships per block - giving priority to 1 ship in either direction, i.e. 2 ships can fit in 1 block - if 2 ships are travelling in the same direction, and then another ship from another direction approaches, give that priority, and stop 1 ship going in the same direction...
This suggestion is very difficult to implement.
2. This is slightly less effective, but maybe easier- place a limit on the number of ships using a dock at one time - (just like the bus stations,etc.)
Even though an infinite no. of ships can fit in a canal, at least they cant load\unload at the same time!!!
Frightened Shadow wrote:What about canals and other tight places? If two ships meet head on, will one or both of them back off? This could create some difficult traffic problems, since there are no signals for ships.
That would be my problem then !
I just have to make sure that canals allows passing of 2 ships
This way , our developpers needn't patch this
Well, back to work, lot's of it in the near future
Centennial_Tycoon wrote:I think there should be regulations on ship traffi - it is after all inconceivable that a 100 ships can fit in the space of one!!!
At the same time, allowing only 1 ship per block would cause innumerable problems with ship traffic, especially in canals.
Hence i have thoughht of 2 solutions:
1. Allow only 2 ships per block - giving priority to 1 ship in either direction, i.e. 2 ships can fit in 1 block - if 2 ships are travelling in the same direction, and then another ship from another direction approaches, give that priority, and stop 1 ship going in the same direction...
This suggestion is very difficult to implement.
Yes, probably very difficult
Centennial_Tycoon wrote:2. This is slightly less effective, but maybe easier- place a limit on the number of ships using a dock at one time - (just like the bus stations,etc.)
Even though an infinite no. of ships can fit in a canal, at least they cant load\unload at the same time!!!
Perhaps this could be done, I would prefer one ship (un)loading at a time
Well, back to work, lot's of it in the near future
I have a question for the Patch. Maybe it isn't part of the Patch per se, I'm not sure. I've asked about it before some while back and not gotten a conclusive answer, so I'll try to explain it a little more clearly.
We have so far several "sets" of locos, from Michael, and there are more that are being made. These are complete sets representing a cross section of one country, railroad, whatever.
We have also been trying to do a complete environment, specifically the East Asia project. This involves new trains, but also new grass, trees, buildings, and industries.
Originally this was thought of as a direct replacement for Toyland, which almost nobody plays. However, once we got into it, we discovered that the layout of the industry sprites was very strange and difficult to make into something else that would work and look nice. We also wanted to rearrange the industrial vectors if possible, and there wasn't any way to do this either.
We now have the ability to use trains from any of the environments in one game, or to use their slots. This appears to be how MB is making his sets, he uses the "slots" of locos in environments other than the one you are playing.
Would it be possible to do the same thing for industries? That is, if we were wanting to create a new industry, say a rice paddy, we could find the sprite layout from among ALL the industries that best fit the graphics we wanted to draw, and then fit it into the industry vector where we wanted it? I mentioned this to Owen and he said it would be possible but the Patch didn't support that at this time.
In theory this would also allow a larger number of industries in one "environment", and thus a more complicated vector.
I realize there are some complexities with this, such as the special cargo of "food" that helps cities grow.
It seems to me that we may already have something like this in place. The Mars environment has been "ported" over from TTO, and its industry sprite layouts and vectors appear to be different from any of the other industries. So there must be a way to make this work.
I'd like to know if this is possible, and what would be involved in it. I still would like to see East Asia go ahead if we can make it work.
Thanks.
Development Projects Site: http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
I've looked at Asia conversion .... and if you repaint graphic only that left then will be in-game-texts ... (as far as I remember we find industries for Asia to replace Toyland without changing cargo routes ...)
and yes .. in Asia project you can use ALL vehicles, from ALL enviroments so it gives much vehicles possibilites
Yes, we had planned to use the existing vectors, just change the names and looks of the industries and cars. This turned out to be somewhat awkward. It still could be done this way but it would be nice if we could change it.
The bigger problem, was that the graphic sprites defined for the Toyland industries were very strange and not at all conducive to changing into something we wanted to see. That's why I am asking, can we do a setting so as to use, say, the Steel Mill sprites, and then change those particular sprites to look like what we want it to look like, for a particular Toyland industry?
This would have to be an EXE install I suppose, in order to properly merge all the sprites and do the TTDAlter stuff to change the text display. That was why at the time, I was wondering if it could be built into TTDStarter so a to automatically do the graphic copying-over and installation when you said you wanted to run Asia, and automatically put it back if you said you wanted to run something else.
Development Projects Site: http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
krtaylor wrote:This would have to be an EXE install I suppose, in order to properly merge all the sprites and do the TTDAlter stuff to change the text display. That was why at the time, I was wondering if it could be built into TTDStarter so a to automatically do the graphic copying-over and installation when you said you wanted to run Asia, and automatically put it back if you said you wanted to run something else.
if conversion will be superb I'm sure Josef will create 'asia on' switch and will include it as ... , maybe as GRF file .... but about EXE's ...
yes .. I'm planning to create EXE installation with automatically creating backup's files, (if I release future version of TPS)
We can release it in one big GRF file, cuz I found out how you can change normal TTD graphics from a grf file and how you can change texts (very difficult, but do-able). And I can only make trains that way.
BTW, we can make loads of trains if we want becouse we got all Temperate & arctic engines & waggons. Giving us all the engines we wan't, same for RVS. Ships must be new ones, and Aircraft can be put from other climates into toyland.
Rather than have an "asia on" switch, it seems more logical to have an "environment parameter" to be passed in. Asia will be the first, but certainly not the last. If we figure out a standard way of handling new environments, then they can all be done that way. Since you can only play one at a time, that's why I wanted to have it in the Starter. Actually, you could add it to the Patch and the Starter right now, as a drop-down selecting the Fourth Slot: Toyland, Night, or Mars. We can add more, starting with Asia, as they come available.
Development Projects Site: http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
Ok, I think first I should answer a question about inflation,
I think it could be done,
but if we will introduce a new switch, I think Josef will kill me
Ok, some information about inflation, if you set the Initial Intrest Rate (the one with %) in the Difficult Settings Window very low, the inflation will be very small. It will be multiply by 56 and added to costs in a loop.
Don't ask me how It will be calculated exactly. But 4 * 56 is more than 2 * 56 and the DoInflation function will be run every month.
I don't tested recycling Industries yet, but It sounds easier as it will be. Maybe you should make a .grf with all your improvments, if you really want an united industries you should start patching your own.
Thats all Folks
My Debuger waits
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...