Re: Cargo Distribution
Posted: 19 Oct 2009 20:26
Ok, thanks for all answers and idea. I didnt know about those different GRF's, will try it.
The place to talk about Transport Tycoon
https://www.tt-forums.net/
I prefer Pikka's Basic Industries (PBI) to ECS, but that's just a matter of personal preference. PBI is basically the original industries with stockpiling and a few changes such as steel mills requiring both coal and iron ore, the addition of breweries (accept grain, produce goods) etc.keoz wrote:Ok, thanks for all answers and idea. I didnt know about those different GRF's, will try it.
I absolutely agree, without getting too OT, I think PBI looks much more realistic in an 8bpp game.ostlandr wrote:I prefer Pikka's Basic Industries (PBI) to ECS, but that's just a matter of personal preference. PBI is basically the original industries with stockpiling and a few changes such as steel mills requiring both coal and iron ore, the addition of breweries (accept grain, produce goods) etc.
Hehe free advertisepetert wrote:Check out my work on http://wiki.openttd.org/Template:Forums .The reason I'm mentioning this is because I linked to cargodist.
I'm waiting for Rubidium to finish merging the cargoset branch ... and I hope he'll actually do that and not something entirely different. But anyway, as soon as he gives the impression to have finished his work on cargopacket.{h|cpp} I'll merge his changes into cargodist and publish the result. In my local repository I have also split up the cargomap branch further to make the separate reservation lists available to trunk. This provides further potential for merge conflicts. I don't want to go through the hassle of resolving all those conflicts several times so I wait until trunk is relatively stable in that area.bigos wrote:As I see some code from your patch appear in trunk. How far You are in rewrite to current trunk because there is a lot of differences... and I don't know if I should make it by myself or wait?
Isn't city growth related to station rating? It's harder to keep a good station rating with cargodist than with trunk as the passengers are travelling further and you need higher capacity in your network. Just a stab in the dark, though. I'll have a look at your savegames later.keoz wrote: ... either something in the cargodist patches compromises city growth based on passenger transfer.
What do you think about that ?
Not anyone has, for the moment, more than 5 stations. Anyway there are more stations in the cities of game number 2 (the one where cities grow so slow). Anyway:Dimme wrote:I don't know the answer to your question, but some information: the total passenger supply is not relevant, only the number of working stations, up to five stations. Did you have at least five stations in both games?
Maybee it depends from station rating, but I did read, in the manual, that "In short, the growth of a town is heavily dependent on the number of passengers picked up and delivered, regardless of origin." (http://wiki.openttd.org/Town#Growth). That's why I considered, the important thing, is just quantity. Anyway, regardless of what actually makes cities growing, something is weird, i guess (but I still dont know if the problem is coming from recent trunks, from cargodist, or from me ?).fonso wrote:Isn't city growth related to station rating? It's harder to keep a good station rating with cargodist than with trunk as the passengers are travelling further and you need higher capacity in your network. Just a stab in the dark, though. I'll have a look at your savegames later.keoz wrote: ... either something in the cargodist patches compromises city growth based on passenger transfer.
What do you think about that ?
Good idea. I'll make a more clean test to compare if there is really any difference and give results here.Roujin wrote:You can enter the same seed upon generating the map, this way you'll have the same map to play on.
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uint line = (pt.y - wi->top - 2) / 6;
int rows_per_column = (wi->bottom - wi->top) / 6;
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uint line = (pt.y - wi->top - 2) / SD_LEGEND_ROW_HEIGHT;
int rows_per_column = (wi->bottom - wi->top) / SD_LEGEND_ROW_HEIGHT;
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B Y
| \ /|
| \ / |
| \ bottle / |
| A}--------{X |
| / neck \ |
| / \ |
| / \|
C Z
Lol, thanks and I guess I could say your welcome for giving you a reson to post somethingpetert wrote:You are extremely lucky NekoMaster, as I am only posting this binary because I want my 600th post. For no other reason, if it were any other post, I wouldn't have posted at all. So, your welcome.