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Posted: 31 Jul 2003 07:49
by Colonel Sheperd
Hyronymus wrote:I want a cus multiplier. Or is there a way to edit the value of a currency with the ingame text? Now the dutch currecny matches the british, which is completely unrealistic.
to me it doesn't

Posted: 01 Aug 2003 04:54
by way_2_fun
Being able to build diagonal stations? So if you have a diagonal track, you can just have your train go into the station instead of zig-zagging around.
Probraly not eh? Let's stop the this silly stuff way 2 fun.

Posted: 01 Aug 2003 11:56
by GoneWacko
Hmm... This one may need some coding but I think it should be possible.
Train coaches now have various liveries. I was wondering... Can buildings change livery? My idea was to have the HQ change it's looks, based on your activities. For example, if you were stupid enough to use a LOT of road vehicles, the HQ could look like the attachment after some time.
Is this possible or not?

Changing liveries of structures could have other nice effects I think.
Posted: 01 Aug 2003 11:59
by Dinges
No, I think not, but it could be possible
What would you do when you build a load off ships, a dock next to the HQ

Posted: 01 Aug 2003 12:00
by SHADOW-XIII
GoneWacko wrote:Hmm... This one may need some coding but I think it should be possible.
Train coaches now have various liveries. I was wondering... Can buildings change livery? My idea was to have the HQ change it's looks, based on your activities. For example, if you were stupid enough to use a LOT of road vehicles, the HQ could look like the attachment after some time.
Is this possible or not?

Changing liveries of structures could have other nice effects I think.
non vehicle objects have no livery or random sprite ... I suggested it a while ago to Josef to get random road signs myabe with 2.1
Posted: 01 Aug 2003 12:09
by GoneWacko
Dinges wrote:No, I think not, but it could be possible
What would you do when you build a load off ships, a dock next to the HQ

Hmm... Dunno yet

a fishing pond with a rowboat in it? -_-
Posted: 01 Aug 2003 14:28
by eis_os
SHADOW-XIII wrote:GoneWacko wrote:Hmm... This one may need some coding but I think it should be possible.
Train coaches now have various liveries. I was wondering... Can buildings change livery? My idea was to have the HQ change it's looks, based on your activities. For example, if you were stupid enough to use a LOT of road vehicles, the HQ could look like the attachment after some time.
Is this possible or not?

Changing liveries of structures could have other nice effects I think.
non vehicle objects have no livery or random sprite ... I suggested it a while ago to Josef to get random road signs myabe with 2.1
As far as I know the the road object storage is full, so this will be impossible. (each animation / difference have to be stored somewhere,
the road signs shouldn't change when TTD redraws the screen or?)
Posted: 01 Aug 2003 20:41
by way_2_fun
So I guess my idea is impossible?

Posted: 01 Aug 2003 22:48
by Stylesjl
way_2_fun wrote:Being able to build diagonal stations? So if you have a diagonal track, you can just have your train go into the station instead of zig-zagging around.
Probraly not eh? Let's stop the this silly stuff way 2 fun.

You would have to rewrite the train station movements in order to do that otherwise the train looks for a NOMAL STRAIGHT station
Posted: 02 Aug 2003 13:36
by SHADOW-XIII
My suggestion for Marcin (link to this post at newsgroup)
1.PNG: just merge road with slope, not pretty
2.PNG: flat land with road and foundations, pretty
Posted: 02 Aug 2003 14:04
by mp3Pro
heres an idea...
<mp3pro> instead of each climate having its own individual foundation why not make it random?
<Dinges> ??
<Dinges> good idea
<mp3pro> that way when I build the first thing it gets the rock foundation then the second gets one of the others ect
<mp3pro> make it where if foundation tile is placed next to an existing foundation tile it uses the first ones stlye
Posted: 03 Aug 2003 15:12
by GoneWacko
Hmm Don't know if it's an IDEA or a BUG, so i'll just post it here...
LOOK @ THE SCREENSHOT
I was building my HQ, since I always do that later on in the game...
I want it near Paris because that's where most of the action is. Could someone make the foundations work for the HQ as well?

Posted: 03 Aug 2003 20:56
by jfs
Idea: Inactive AI's
The game generates AI players, but they never do anything by themself. You can always take control of these AI's. If this is enabled, you can't buy shares in them either (you always own 75%, so to say), and they will just disappear if they go bankrupt (no takeovers). Possibly the buy/sell share buttons could be changed to Transfer Money buttons.
I guess you can see the putpose, several "divisions" of one company, or competing against yourself. Or maybe setting up scenarios.
Posted: 04 Aug 2003 04:01
by Raichase
I would post a screenie of what I am talking about, but... ya know... I can't...
The helipad and the large airport are only avaliable when the Helicopters and Fast Planes are invented (respectivly). As we are now starting out games in 1921, I was wondering if the same logic couldn't be applied to the other types of transport.
For example. In 1921, there are no ships, no planes and no road vehicles. This leads to the AI players building 2 airports and then sitting there for 12 years waiting for the first plane to be released. Another AI player wasted most of their money building a livestock route for trucks, then sat around with nothing to do until the livestock vans had been invented.
It would be nice if un-usuably tecnolgy was "greyed out" much like the large airport and helipad is at the beginning of the game.
G4S wrote:Idea: Inactive AI's
The game generates AI players, but they never do anything by themself. You can always take control of these AI's. If this is enabled, you can't buy shares in them either (you always own 75%, so to say), and they will just disappear if they go bankrupt (no takeovers). Possibly the buy/sell share buttons could be changed to Transfer Money buttons.
I guess you can see the putpose, several "divisions" of one company, or competing against yourself. Or maybe setting up scenarios.
I think I know what you mean, but I ask you be more clearer just incase I am getting a totally different idea to the one you are trying to give
From what I hear, it sounds pretty good.
Posted: 04 Aug 2003 06:23
by JC
The inactive ai idea is a great idea. It would be good for scenario building especially. For example, when I was creating a scenario I wanted a realistic market. I founded Hamilton Bus Co. and set up a small bus company, then drained their money and made it so the bus services running in the town would never let them go bankrupt but would also never let them form other services. I then reloaded as a new scenario and formed am railway system between three or four cities and did the same. In the end it was a lot of time and effort for something that only worked 50% of the time. The b****** destroyed my train system to make their own
With an inactive AI which is controllable but doesn't do anything except maintain vehicles etc. would be great for a realistic simulation and also for use as subsidiaries. (like John's bus company and JohnRail and JohnFreight Shipping) etc. You can set up systems and then forget them, while the ai manages breakdowns, crashes, etc. etc.
Maybe have it set up so that you can control (in scenario editoer) whether a player can control certain companies or must leave their small services as they are.
I would float a stockmarket idea but that would just be a helluva lot of work for little benefit.
So there you have it, I've rambled on and on... I'll shut up now.
Posted: 04 Aug 2003 07:39
by spaceman-spiff
From my recent games:
Add a tree planting icon to the train building toolbar (in the beginning I constantly switch between those two to make farmland tiles more cheaper)
Add the pause button to the scenario editor (when I want to remove something or add something in a savegame I do that in the scenario editor, but the game is just going on)
Make a helicopter do it's service when it lands on a helipad (Now I have to build an airport besides it just to send it to the hangar)
When I use the 'T' shortcut , have the stationnames dissapear too (very usefull, because I use T A LOT to add my signals, the stationname usually gets in the way)
Disable the decrease of output of an industry as long as you haven't serviced it, but let the increase be more often (I tend to start a service when an industry increases production, but when I get to the remaining ones, they are usually very low)
Let stationnames be more meaningfull, f.e. when it's near a steelmill, add steelmill to the name, near a powerstation, add powerstation, near a farm, add farm (I do that manually, it works good when it's near a coalmine or forest, the name is most of the time correct)
When you close the first window of a town, close the second one too (I mean the local rating window doesn't close when I close the town window)
Add the bin feature of the trains to the bus/truck depot window (now you can sell waggons/trains by dragging them outside the depot window, perhaps add this to the other vehicles)
Most of them are just little annoying things, if it's too much work, don't do it off-course
Posted: 04 Aug 2003 07:58
by SHADOW-XIII
sell everwhere feature should work with all depots (currently only with trains, and I think planes)
Posted: 04 Aug 2003 10:14
by Raichase
I think this may be suggested before, but there are so many posts in this thread, I'm not going back again to sift through them. Also, the idea (even if already mentioned) has more bearing now that the DB set is out.
I have something too that I have found from a recent game (and humourous discussion with a fellow TT player not on the forum). He was telling me about how in Germany, some train lines have really old coaches because DB doesn't bother to upgrade their entire fleet (just most of them), and he told me it looks realistic having a mix of liveries.
The trick is, when I have some wagons from an old livery (such as the DRG coaches of the 30's), and I want to use them on a different line after they have been replaced (ie the next coaches (- the silverfish) are avaliable to buy).
For example in my recent game (Europe), I started a USSR Branch Line to service some Soviet towns near Lviv. I want to keep the coaches of the 20's on that line, but all those coaches that remain are on the main line.
So, what I propose, is to be able to drag and drop loose wagons between depots (ie I open the depot window with some old coaches in it, and drag the old coaches to another depot). It doesn't have to be possible for engines too (although I would like that too).
Thankyou for letting me get that off my chest.
Posted: 04 Aug 2003 10:58
by spaceman-spiff
THe idea is good, but why not trains too
Posted: 04 Aug 2003 11:05
by GoneWacko
spaceman-spiff wrote:
When I use the 'T' shortcut , have the stationnames dissapear too (very usefull, because I use T A LOT to add my signals, the stationname usually gets in the way)
Hmm... Maybe you should try Eis_os' patch. That way, the text will only appear and now the background...