Re: Wasteland [WIP] - Testers wanted - 0.2.0 Released 5-31-1
Posted: 01 Jun 2015 21:38
It probably doesn't - I just found the town grew quicker after I turned it off (don't know if that's even vaguely related)
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D'oh! A long time ago I must have switched the produced cargoes for testing purposes and I completely forgot about it! Sorry about that, I'll fix it soon. In the meantime, NO CHEATING!colossal404 wrote:Um, I'd like to report a bug... Iron ore mines does not produce iron ore...
Are you sure? Is anyone else having this issue? I can't seem to reproduce it.colossal404 wrote: (and none of the raw material producing industry accept wastelanders :S )
Ah, that's a very easy fix, will be in the next updateDave wrote:A very very minor thing discovered thus far: A station built next to a farm is suffixed as "... Mines"
Yes, finding good stats will be a long process, if you have any general suggestions let me know, it may be a little while before I get a chance to play it thoroughly myselfDave wrote:I wonder if some of the road vehicles need some tweaking to make them more "different" - I just built the best of each one. But appreciate this is just a test
It sounds to me like maybe you're not delivering both cargoes at the same time or just not delivering them frequently enough. Both cargoes need to be delivered in the same ~2 month period, otherwise just delivering 1 cargo will in fact cause the town to shrink. It is a bit counter-intuitive though, maybe I'll investigate whether I can halt town shrinkage until both cargoes are delivered without disrupting the other mechanics.Drury wrote:Meanwhile I went bankrupt after every town I touched disappeared from existence,
It always goes like this: I bring them water or irradiated food or both and they start flattening their rubble. However, they barely ever build any shacks in their place. There's never enough shacks in one place to even consider bringing clean food or building materials.
This should never happen ever, there should always be enough houses remaining to accept cargoes no matter what, and if not then shack houses should start appearing on their own over time. I don't really have time to test this at the moment, so would it be possible to post a savegame where this has happened/happens so I can check?Drury wrote:Eventually there's not enough ruined houses to accept irradated food and water...
You know, I never even considered cargodist when making this set and never got a chance to test it, so I have no idea if Wasteland will work very well (or at all) with it on....cargodist...
Thank you for the thing, it's the tits.Andrew350 wrote:Thanks guys, glad to see people enjoying it
Too late!Andrew350 wrote:D'oh! A long time ago I must have switched the produced cargoes for testing purposes and I completely forgot about it! Sorry about that, I'll fix it soon. In the meantime, NO CHEATING!colossal404 wrote:Um, I'd like to report a bug... Iron ore mines does not produce iron ore...
Me neither. Maybe forgot to refit? Passengers aren't wastelanders!Andrew350 wrote:Are you sure? Is anyone else having this issue? I can't seem to reproduce it.colossal404 wrote: (and none of the raw material producing industry accept wastelanders :S )
Town shrinkage is by design? Not sure if I like. Thought it was so older buildings get replaced, but that's not needed at such early stage. Although I have to say I honestly like the part where bringing stuff in via trains is useless, I just wish I were told earlier. Makes trains not rule the game nearly as much, if you really do wanna bring stuff in via train you better get inventive and transfer onto trucks for that steady flow and such. There should be a prompt somewhere in the game to tell you to deliver faster rather than more!Andrew350 wrote:It sounds to me like maybe you're not delivering both cargoes at the same time or just not delivering them frequently enough. Both cargoes need to be delivered in the same ~2 month period, otherwise just delivering 1 cargo will in fact cause the town to shrink. It is a bit counter-intuitive though, maybe I'll investigate whether I can halt town shrinkage until both cargoes are delivered without disrupting the other mechanics.Drury wrote:Meanwhile I went bankrupt after every town I touched disappeared from existence,
It always goes like this: I bring them water or irradiated food or both and they start flattening their rubble. However, they barely ever build any shacks in their place. There's never enough shacks in one place to even consider bringing clean food or building materials.
If that's not the problem though then I'm not really sure what's hanging you up.
This happened with the largest town on the map. There were actually like 3 ruined houses left, but it was impossible to reach all without station walking. Not sure if there's anything you can do, but as I said, I'd prefer if towns only began to destroy stuff once they had the resources needed for renewed housing.Andrew350 wrote:This should never happen ever, there should always be enough houses remaining to accept cargoes no matter what, and if not then shack houses should start appearing on their own over time. I don't really have time to test this at the moment, so would it be possible to post a savegame where this has happened/happens so I can check?Drury wrote:Eventually there's not enough ruined houses to accept irradated food and water...
Sorry, my bad, I was an idiot enough to test it with truck stations to see what is accepted in the coverage areaAndrew350 wrote:Are you sure? Is anyone else having this issue? I can't seem to reproduce it.colossal404 wrote: (and none of the raw material producing industry accept wastelanders :S )
Drury wrote:Made a test save with only trucks and 3 test towns. One got only water, one only rad food, one both. The two towns with partial service slowly shrunk, with only the one receiving both commodities grew shacks. Every other town on map with no service stagnated, which is what I'd also expect from towns receiving partial service, alas, that is not the case. It's a bit annoying as if you don't have both water and farm within reasonable distance of a town you might as well generate a new map since delivering only either will bite you later when the town shrinks so much it stops accepting stuff and you go bankrupt.
What you describe here is a result of OpenTTD's town growth mechanism, not necessarily something I implemented on purpose. I'll do some investigating to see if I can delay town shrinkage when just one cargo is delivered, but I'm unsure if I can do that in a way without creating a sort of 'loophole' where towns never shrink in that situation. It's a delicate balance, after all; I'm trying to do something the game wasn't really made forDrury wrote:As I mentioned, towns destroy buildings if you provide only one type of resource. I'm certain you kind of meant for them to remove buildings and at the same time build shacks as both food and water are provided, however, I'm not sure if that's also a correct approach from both aesthetics and gameplay standpoint. Not sure if it's possible to delay the building destruction, but if it is, it should happen only by the time that renewed buildings come to be so you don't come to the point that town is full of shacks and doesn't accept irradiated food anymore too soon. The clean food chain takes the right amount of effort and time, but by the time you get there the town will stagnate for a considerate amount of time. In addition, it makes little sense to destroy perfectly fine ruins to build your tiny corrugated metal shack. I'd imagine there'd be ruins in the center with shacks making up the suburbs.
Perhaps I can spread the introduction dates out and exaggerate the stats a little more to compensate? It would have the added bonus of stretching the existing vehicles past 100 years and also loosen the clutter.Drury wrote:Also would have to share Dave's sentiment, seems there are too many road vehicles at the moment. There's a couple for each year and for the most part they're more of the same! Also a personal pet peeve, I'd hoped we'd have crazy Mad Max-esque battle truck designs, at least from the very start, although Fallout bus is very welcome.
If you remember (it's on the website, on the industries page) there's a few additional industries I was considering adding (which I'm now 99% sure I'm going to add) which would give irradiated food a little more purpose. It's a valid point though, I'll certainly consider it.Drury wrote:Having both seeds and irradiated food seems redundant. The former becomes useless as soon as you develop all nearest towns past the stage that they accept irradiated food, the latter continues to be useful throughout the game. I'd remove seeds and use irradiated food in their place as a component for clean food (the food is likely to contain seeds that rad-free food can be grown from so it makes sense).
I like the idea, it sounds like the way I originally envisioned it, but the way I coded it was somewhat simple, and limited to only two months of service. I'll see if I can make something more complex, but I'm not the greatest coderDrury wrote:I get the idea that when you deliver resources to an industry, they patch it up and start up production, but if you take time between deliveries the thing just falls apart again and it's really funny. It's like there were little peons holding up the roof who just gave up and went home with everyone else. I think it'd be cooler if the thing remained partly destroyed as it produces stuff initially, only patching itself up over time as you keep providing service (similar to self-upgrading power plants in ECS).
Well, I guess "renewed" might not be the best word since they're not technically supposed to be rebuilt ruins (at least in my eyes), but rather just more improved buildings than shacks which resemble pre-war buildings. Dunno if that makes sense, but I had a hard time thinking of a better word to describe it.Drury wrote:Also, renewed offices are, as I understand, restored ruins, so if the townsfolk destroy all their ruins there's not much left to restore.
Remember: the buildings in place now are merely placeholders, not intended to fully represent the final product. There will be lots more variety eventually. Whether or not I can successfully implement such a succession of buildings within a class like you describe, we'll see.Drury wrote:Self-sustained offices also seem a bit too much of a leap at first. Self-sustained shops would be more fitting at first, maybe more post-apocalyptey still as they'd perhaps look more like military bunkers (even after decades of intense rebuilding, you can't trust the world to be perfectly civilized, and who knows what kind of weather conditions and mutated wildlife are out there?). Office blocks seem to me like far-off endgame stuff.
Like mentioned above, the town shrinkage is a result of OpenTTD's town growth algorithm, not mine. The only time when town shrinkage could be considered a feature is when you're siphoning off wastelanders from a town without supplying any cargoes in return. But again, that's merely a side-effect of the game's mechanics, not necessarily designed behavior (but that in particular is behavior I do like!).Drury wrote:Town shrinkage is by design? Not sure if I like. Thought it was so older buildings get replaced, but that's not needed at such early stage. Although I have to say I honestly like the part where bringing stuff in via trains is useless, I just wish I were told earlier. Makes trains not rule the game nearly as much, if you really do wanna bring stuff in via train you better get inventive and transfer onto trucks for that steady flow and such. There should be a prompt somewhere in the game to tell you to deliver faster rather than more!
I'm almost positive I can't do that via NewGRF, only GS's have control over the town window. Heck, I can't even change the name of the cargoes shown in the town window, you'll notice it still shows Mail instead of Wastelanders.Drury wrote:Even thought prompts aren't possible, it might be possible to add something to the town's window to say "We don't care how much water and food we get, but please send it often!" or something to that effect.
I intended to have the difference between classes be a bit more noticeable, such that one could easily identify a new vehicle by class based on general performance. If the vehicles are too much alike though, then such a system is pointless, so I'll definitely work on making them more unique. As for propulsion types, I mainly just threw that in there as an extra thing, right now it doesn't really affect the stats at all. Nuclear vehicles versus gas/electric should make some difference, maybe not enough to sway you one way or the other, but it's something I'll work on to see if it can add another element to choosing a vehicle. Certainly I think trains will benefit more from such propulsion differencesDrury wrote:Yeah a bit exaggeration would help on RVs. I can't say I quite get the idea of different classes and propulsion types, they seem very alike. You mentioned earlier that nuclear vehicles would have lower maintenance costs, yet higher purchase costs, which is one thing I also noticed in-game, but the difference isn't exactly astronomical. As for gasoline versus electricity, I'm baffled.
I agree, I think the next big release I'll try to include them.Drury wrote:The "useless" industry chain is exactly what this needs, I very much approve. So far it seemes very strongly geared towards road vehicles, not only since towns require frequent service which trucks are best suited for, but also the flexibility of road network relative to rail. It doesn't take much effort to connect a town into an existing network and send all trucks to dump resources in order to revive it. I love how you finally gave road service a real purpose with this grf. However, rail network I find to be utterly useless as of now save for handling industry-to-industry cargo transit. A dedicated industry network in a general TTD sense would make trains more worthwhile. Also, since there's an oil rig, it'd promote ships and helicopters/airships/gyrocopters as well.
Possibly. I haven't worked out the specifics yet but I believe that was my original intention way back when I first laid that out.Drury wrote:Speaking of trains, I notice there are two railtypes, scavenged and normal. Scavenged depots build scavenged vehicles, whereas normal depots build new vehicles. Am I to look forward to each depot building a different type of vehicle?
I'll mess with the building probablity a little bit, but the intention is that water pumps are a little more rare than other industries. If it's too difficult to make a successful company though, then that's definitely a problem.Buzzito wrote:In 128x128 maps with high industry only 1 water pump is created. so is really easy to bankrupt.
I sort of intended certain cargoes to be more difficult to make money with than others, but losing money might be extreme. I'll look into tweaking costs a little, and it might mean tweaking the road vehicles as well.Buzzito wrote:I always loose money with gravel and minerals.
Yeah, that's pretty much the same problem as described above. Once you start delivering only one of the required cargoes, it causes the town to shrink, which is not intended, instead the town should simply stop growing. I'll be investigating a way to change this behavior soonkackofant wrote:is it intended that citys grow up to a point where they only acceppt clean food and then start to shrink if clean food is not delivered? is there any chance that this behavior could be changed? it was very difficult to manage the supply of the town, due the next facillity which provides this good, was simply to far away, to usefully provide my city with the wanted goods. a parameter which changes the station-rating, like in firs, would also solve the problem. but i think it is better, if cities simply stop growing if clean food is missing.
(i think, the problem is also described some posts above)
Here's a crude flowchart. As for your suggestions: probably not in the main set, but definitely some ideas for an add-on setpiratescooby wrote:Enjoying the Wasteland grf ,need help ,Which cargos go to the food lab,how about a flowchart for the cargos.