I'm not (meaning to be) trolling, i was working constructive on the whole idea, but the way Pikka drifted there, it became simply stupid...
What Robbedem said is certainly true, there may be a use-case for the player manually hiding vehicles from the list that he is not interested in (e.g. diesel engines when your whole network is electrified), but this has absolutely nothing to do with NewGRFs.
"hiding, but not preventing" is a totally bad gameplay concept, because you open the way to "cheat" by having patched clients ("wallhack"), the whole game internals currently work the other way around, you see everything client-side, and the game prevents you from doing anything server-side if it thinks it should not be done.
Pony: buy menu availability cb / var
Moderator: Graphics Moderators
Re: Pony: buy menu availability cb / var
Alright, go on then.Alberth wrote:If you want this to fly (and it might be a good idea), the game engine itself should enforce it, not the GUI.

Re: Pony: buy menu availability cb / var
Forgive me if I'm wrong on this, which I probably am, but if you can functionally if rather imperfectly prevent a player from using a vehicle as PikkaBird mentioned earlier.
Would this not fill the prevention criteria behind the hiding measure, in that if a player went round the hiding feature they'd just have a vehicle they couldn't use?PikkaBird wrote:Functionally, of course, this can already be done. I can already give different players different vehicle sprites, so for example I could show "French" locomotives to the "German" player greyed out with a slash through them. I can also control whether or not a train can leave the depot, so I could make it impossible for the "German" player to start a "French" train. This additional callback would simply make things easier for players, by allowing me to clear their purchase menu of vehicles they're not allowed (because they have chosen not to be allowed) to use.
Who is online
Users browsing this forum: No registered users and 17 guests