New suggestions for the patch (no new suggestions here!)
Moderator: TTDPatch Moderators
We know how to change the picture on the main menu, or at least someone does, if you play the Mars environment you will see there is a picture of Mars there.
It is not so easy to just learn to code, much less to alter the registers of TTD. We are lucky that we now have more than just Josef who knows how to do this. But when there is an improvement in what CAN be done, lots of others actually DO it. The Patch coding crew figured out how to add locos. MB did a bunch of them. Now there are lots more people adding locos, several complete sets under way, and so on - the thing has taken on a life of its own and added fun for all. Same here - The Patch coding crew at some point may be able to determine how to rematch industries and vectors. Then some enterprising team will release a complete new environment, to show it can be done. Then others will go for it, and soon there will be a whole slew of complete environments, and TTD will be refreshed for years to come.
It is not so easy to just learn to code, much less to alter the registers of TTD. We are lucky that we now have more than just Josef who knows how to do this. But when there is an improvement in what CAN be done, lots of others actually DO it. The Patch coding crew figured out how to add locos. MB did a bunch of them. Now there are lots more people adding locos, several complete sets under way, and so on - the thing has taken on a life of its own and added fun for all. Same here - The Patch coding crew at some point may be able to determine how to rematch industries and vectors. Then some enterprising team will release a complete new environment, to show it can be done. Then others will go for it, and soon there will be a whole slew of complete environments, and TTD will be refreshed for years to come.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
I don't know if this idea was posted ones, but it would be very usefull if instead of trains have orders to go to a certain station, we could send them to to a track of that station.
As this could be esteblished, the signs handling could be made more efficient to! ( for example 2 trains wo drive into the station at the same time (see pic).
As this could be esteblished, the signs handling could be made more efficient to! ( for example 2 trains wo drive into the station at the same time (see pic).
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Is it really aware of the track count? I mean, don't presignals just check if any exit signal immediately after them is 'green' and then the game engine directs the train to the appropriate track?Hyronymus wrote:What a suggestion, really nice! I hope it will be possible, the game is aware of the amount of tracks anyhow (you get confronted with this when your trains wait at the presignal).
Saiyan
(TTDPatch Hungarian translator)
"By all means marry. If you get a good wife, you'll be happy. If you get a bad one, you'll become a philosopher." - Socrates
(TTDPatch Hungarian translator)
"By all means marry. If you get a good wife, you'll be happy. If you get a bad one, you'll become a philosopher." - Socrates
Because Signals don't know where a train want to to go.tijnttd wrote: As this could be esteblished, the signs handling could be made more efficient to! ( for example 2 trains wo drive into the station at the same time (see pic).
Mostly the train doesn't know it too. ( will be calculated while moving)

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- Traffic Manager
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Yes I know, but in much cases there isn't the room for it, and I just want to have the game as realistic as possible at these points. It would be great if it could be done, but I think it will be a hard job...Frightened Shadow wrote: You can have two or more trains entering a station at the same time by separating the tracks leading into the platforms by (preferably) combo signals.
Even if only the trains could be directed to a certain track in the station would be very usefull, when using the same station for loading and unloading!
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- Traffic Manager
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- Joined: 31 Mar 2003 17:13
- Location: Helsinki, Finland
I fail to see how it takes too much room, since all you really need is one square between the tracks.tijnttd wrote:Yes I know, but in much cases there isn't the room for it, and I just want to have the game as realistic as possible at these points.Frightened Shadow wrote: You can have two or more trains entering a station at the same time by separating the tracks leading into the platforms by (preferably) combo signals.
TTD newbie
OK, maybe a bit weird but with all the new graphics being developped I suddenly stumpled upon it. Why can't you buy landmarks from the local authortiy window? Those landmarks improve your companies rating but also supply extra passengers. Landmarks happen to attract tourists, don't they? Would be extremely neat if the landmarks are exhaustive: you cannot build them on the map twice. Just a thought...
stations layout
Is it possible to havea station with diferent sized platforms... say for example... two tracks with a 7 square long a other 2 with 4 squares long.
If one could really get the trains to stop at specific platforms... this would be very logical to make terminus stations for short regional trains while having other platforms for throught-trains. Even more logical if you want to minimize the impact on the local authority by destroying fewer houses.
And it would look just nice :)
If one could really get the trains to stop at specific platforms... this would be very logical to make terminus stations for short regional trains while having other platforms for throught-trains. Even more logical if you want to minimize the impact on the local authority by destroying fewer houses.
And it would look just nice :)
Live long and Prosper
- spaceman-spiff
- Retired Moderator
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Re: stations layout
Yes, I believe what you're asking is a combination of this:cmd_srui wrote:Is it possible to havea station with diferent sized platforms... say for example... two tracks with a 7 square long a other 2 with 4 squares long.
If one could really get the trains to stop at specific platforms... this would be very logical to make terminus stations for short regional trains while having other platforms for throught-trains. Even more logical if you want to minimize the impact on the local authority by destroying fewer houses.
And it would look just nice
http://www.tt-forums.net/viewtopic.php?p=67474#67474
and this:
http://www.tt-forums.net/viewtopic.php?p=68170#68170
You may want to read the replies after those suggestions
Well, back to work, lot's of it in the near future
new suggestion
Is it possible and feasable that the cost of construction while managing a compettitor is subtracted from your own account?
Most of the time this feature is used to help your own company. So it would be reasonable that you had to pay for it.
Most of the time this feature is used to help your own company. So it would be reasonable that you had to pay for it.

Wie zich gelukkig voelt met het geluk van anderen, bezit een rijkdom zonder grenzen. (F.Daels)

Still the best OS around
Still the best OS around
- Centennial_Tycoon
- Engineer
- Posts: 117
- Joined: 23 Apr 2003 12:03
- Location: Bombay, India
Suggestions, what are they here for?
I agree, most of the time - i do manage competitors companies to help myself!
But sometimes i do manage them to remove loss making vehicles and sometimes to just buy vehicles to enhance their value (especially when they dont have any) -sometimes i also use them to develop cities i dont feel like developing - because low profits (-ve ones) look bad on my sheets
But in the end you dont want to read this entire passage - i dont know why i wrote it and to think of it - all these things hel me in the end - so i get back to my point - yup - i think it should be chraged to the player - and it shouldnt be too hard to do as manipulating with money shouldnt be so hard....
Also - landmarks would be very interresting to have in ther game (yeah, yeah, more graphics to be done) - but if it could be implementeed - id give it a thumbs up!
But sometimes i do manage them to remove loss making vehicles and sometimes to just buy vehicles to enhance their value (especially when they dont have any) -sometimes i also use them to develop cities i dont feel like developing - because low profits (-ve ones) look bad on my sheets
But in the end you dont want to read this entire passage - i dont know why i wrote it and to think of it - all these things hel me in the end - so i get back to my point - yup - i think it should be chraged to the player - and it shouldnt be too hard to do as manipulating with money shouldnt be so hard....
Also - landmarks would be very interresting to have in ther game (yeah, yeah, more graphics to be done) - but if it could be implementeed - id give it a thumbs up!
This is my truth, now tell me yours.
- spaceman-spiff
- Retired Moderator
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Re: new suggestion
Yes, that would make sense, I use it to smash down towns so my own rating stays goodRob wrote:Is it possible and feasable that the cost of construction while managing a compettitor is subtracted from your own account?
Most of the time this feature is used to help your own company. So it would be reasonable that you had to pay for it.

Well, back to work, lot's of it in the near future
Whoops, posted my suggestion in the wrong thread. Here goes...
Is is possible to move the functions for raising/lowering larger areas of land from the scenario editor to the game? Nothing fancy, just something like if you hold down Ctrl and select the raise/lower land icons, then you will raise/lower a 3x3 area instead of 1x1. I think that would be fine for all our mountain-moving needs.
Is is possible to move the functions for raising/lowering larger areas of land from the scenario editor to the game? Nothing fancy, just something like if you hold down Ctrl and select the raise/lower land icons, then you will raise/lower a 3x3 area instead of 1x1. I think that would be fine for all our mountain-moving needs.
How many boards would the Mongols hoard if the Mongol hordes got bored?
It wouldn't be good that you can make new random towns,Sokko wrote:Whoops, posted my suggestion in the wrong thread. Here goes...
Is is possible to move the functions for raising/lowering larger areas of land from the scenario editor to the game? Nothing fancy, just something like if you hold down Ctrl and select the raise/lower land icons, then you will raise/lower a 3x3 area instead of 1x1. I think that would be fine for all our mountain-moving needs.
or lighthouses. (You could make a cage for the AI)

so we / I have to make a new Interface for it.
Huheis_os wrote:It wouldn't be good that you can make new random towns,Sokko wrote:Whoops, posted my suggestion in the wrong thread. Here goes...
Is is possible to move the functions for raising/lowering larger areas of land from the scenario editor to the game? Nothing fancy, just something like if you hold down Ctrl and select the raise/lower land icons, then you will raise/lower a 3x3 area instead of 1x1. I think that would be fine for all our mountain-moving needs.
or lighthouses. (You could make a cage for the AI)![]()
so we / I have to make a new Interface for it.

Dinges
Who is the other person in me?
my Blog (dutch) - my Last.fm profile
Owner of http://ttdgraphics.cjb.net/ ! Temp addr: http://ttdgraphics.owenrudge.com/
Who is the other person in me?
my Blog (dutch) - my Last.fm profile
Owner of http://ttdgraphics.cjb.net/ ! Temp addr: http://ttdgraphics.owenrudge.com/
The window for lower and rising land has more features, like building lighthouses, what don't you understand?Dinges wrote:Huheis_os wrote:It wouldn't be good that you can make new random towns,Sokko wrote:Whoops, posted my suggestion in the wrong thread. Here goes...
Is is possible to move the functions for raising/lowering larger areas of land from the scenario editor to the game? Nothing fancy, just something like if you hold down Ctrl and select the raise/lower land icons, then you will raise/lower a 3x3 area instead of 1x1. I think that would be fine for all our mountain-moving needs.
or lighthouses. (You could make a cage for the AI)![]()
so we / I have to make a new Interface for it.he's asking something about mountains and you start off with towns?
Ohh I see, towns should be land

Rambling about the unfair advantage over the TTD AI
Don't know if this has already been posted here, but frankly I don't have the patience to browse through 20 pages. This is just a little philosophical rambling about fairness and challenge in TTD.
So here I go...
The general problem with TTDPatch is that it makes the game far too easy. The player has access to really advanced features that the AI can't handle, so it's an unfair advantage. Even if you set all costs to high and the AI construction rate and intelligence to the maximum you still don't have a real challenge. Just think about the multihead, the bigger stations or the subsidy control options to start with.
Weird thing is, that even Microprose didn't bother to implement AI support for some features in the original game (e.g. refitting, tree planting, stock purchase, funding new buildings, etc.), so we've already had a fairly easy program to start with.
Not to mention the idiotic track- and roadbuilding algorythms, the total incapability to build stations larger than 2 tracks of 3 squares each, the incompetence in properly determining the need for trains instead of trucks in some cases, or the utter indifference towards changes in cargo acceptance or factory output.
The biggest problem of all is that it would probably take a significant amount of time to implement the usage of all old and new features into the AI. I don't know if anyone has even begun to experiment with this, I'd do it myself if I knew how to program.
So this goes to all you TTD programmers out there. It's great to have these really advanced options, new graphics, new GUI and stuff, but IMHO someone should REALLY start working on the AI to give us veterans even the slightest glimmer of a challenge.
Cheers,
Saiyan
(TTDPatch Hungarian translator)
So here I go...
The general problem with TTDPatch is that it makes the game far too easy. The player has access to really advanced features that the AI can't handle, so it's an unfair advantage. Even if you set all costs to high and the AI construction rate and intelligence to the maximum you still don't have a real challenge. Just think about the multihead, the bigger stations or the subsidy control options to start with.
Weird thing is, that even Microprose didn't bother to implement AI support for some features in the original game (e.g. refitting, tree planting, stock purchase, funding new buildings, etc.), so we've already had a fairly easy program to start with.
Not to mention the idiotic track- and roadbuilding algorythms, the total incapability to build stations larger than 2 tracks of 3 squares each, the incompetence in properly determining the need for trains instead of trucks in some cases, or the utter indifference towards changes in cargo acceptance or factory output.
The biggest problem of all is that it would probably take a significant amount of time to implement the usage of all old and new features into the AI. I don't know if anyone has even begun to experiment with this, I'd do it myself if I knew how to program.
So this goes to all you TTD programmers out there. It's great to have these really advanced options, new graphics, new GUI and stuff, but IMHO someone should REALLY start working on the AI to give us veterans even the slightest glimmer of a challenge.
Cheers,
Saiyan
(TTDPatch Hungarian translator)
Saiyan
(TTDPatch Hungarian translator)
"By all means marry. If you get a good wife, you'll be happy. If you get a bad one, you'll become a philosopher." - Socrates
(TTDPatch Hungarian translator)
"By all means marry. If you get a good wife, you'll be happy. If you get a bad one, you'll become a philosopher." - Socrates
Re: Rambling about the unfair advantage over the TTD AI
How the AI works is a big question 
It's very hard to change AI, because you don't get a true *visual* result.
I know the stupid AI, mostly I play without it, why ? It's too stupid

It's very hard to change AI, because you don't get a true *visual* result.
I know the stupid AI, mostly I play without it, why ? It's too stupid

TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...


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