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[WIP] NL Region

Posted: 01 Dec 2004 20:35
by scrat
Topic created as placeholder for Region specific discussion for the NL set.

The NL Region will have the following industries:

1. Coal Mine (p: Coal)
2. Iron Ore Mine (p: Iron Ore)
3. Chemicals plant (p: Chemicals)
4. Grain farm (p: Grain)
5. Livestock farm (p: Livestock)
6. Oil Platform (p: Oil)
7. Food processing plant (p: Food, a: Fish, Grain or Livestock)
8. Factory (p: Goods, a: Steel or Chemicals)
9. Steel Mill (p: Steel, a: Coal and Iron ore)
10. Oil Refinery (p: Fuel and Plastics, a: Oil)
11. Amusement park (p: Passengers, a: Passengers)
12. Car factory (p: Cars, a: Steel, Plastics and Goods)
13. Fishing farm (p: Fish)
14. Electronic components factory (p: Electronic components, a: Chemicals, Plastics and Iron ore)
15. Hi-Tech goods factory (p: Hi-Tech goods, a: Goods, Plastics and Electronic Components)
16. Garbage recycling (p: Chemicals, Steel and Plastics, a: Garbage)
17. City building type 1 (p: Passengers and Mail, a: Passengers, Mail, Goods and Food)
18. City building type 2 (p: Passengers and Garbage a: Passengers, Fuel, Cars and Hi-Tech Goods)

The NL Region will have the following cargo types:

1. Coal - (Hopper) wagons + additional NL stock (Zelflader)
2. Iron ore - (Hopper) wagons + additional NL stock (Zelflader)
3. Grain - Covered hopper wagons (+ additional NL stock)
4. Livestock - Stock wagons (+ additional NL stock)
5. Oil - Tanker wagons + additional NL stock (Ketelwegen, Bollenwagen)
6. Food - Goods wagons + additional NL stock (Koelwagen)
7. Fish - additional NL stock (Koelwagen)
8. Fuel - Tanker wagons + additional NL stock (Ketelwagen, Bollenwagen)
9. Plastics - additional NL stock (Container wagon)
10. Cars - additional NL stock (Car wagon)
11. Electronic components - additional NL stock (Container wagon)
12. Hi-Tech goods - additional NL stock (Container wagon)
13. Garbage - additional NL stock (VAM wagon)
14. Passengers - NL passenger vehicles, trains, EMUs & DMUs
15. Mail - NL Motorpost, NL Postwagon (+ additional NL stock)
16. Goods - Goods wagons + Additional NL stock (Boxcar)
17. Chemicals
18. Steel

Proof of concept has been completed. I have city stations producing Passengers, Mail & Garbage and accepting Passengers, Mail, Goods, Food, Hi-tech goods, Cars and Fuel. I now need to fiddle with some of the supply/demand data in the buildings for first balancing purposes and the buildings will be done. Industries and cargo are also functioning, save for the fact that I'm using the same graphics for everything. (Hey! It's just a test.)


Currency: The Guilder

Townnames: Real Dutch Townnames

Buses, Road freight, Trams, Airplanes, Boats: As defined in the UK region.

Posted: 01 Dec 2004 20:43
by chevyrider
--------------------------------------------------------------------------------

The garbage could be transported to a sort of steelmill.
They have allready burning installations and hills who could have a look like they are garbage.
Then you only have to give this industry an other colour.
Receiving garbage for recycling and steel they could produce cars.
Cars could be transported on flat steelwagons to the towns.

Lumber could go to a sawmill,then the boards to a furnituremaker,the furniture could be accepted by the towns.

Someone? Could design a containerterminal,wich one could accept almost everything.
Then transporting containers to the towns.
this is also an opportunity to implement container wagons with 2,4 or 6 axles.
Chevyrider,

Posted: 01 Dec 2004 20:53
by MacNetron
Why must the trains be as realistic as possible but garbage used to create cars??
Please Shifty Powers! Tell me that the garbage burner in Alkmaar is used to create (some) electricity!

Posted: 01 Dec 2004 21:01
by Shifty Powers
MacNetron wrote:Why must the trains be as realistic as possible but garbage used to create cars??
Please Shifty Powers! Tell me that the garbage burner in Alkmaar is used to create (some) electricity!
It does not make that much electricity, they make more things for roads and some other things that are important in sociaty, but sorry to say that they don't make that much electricity. But they make it ;);)
So you got your answer :lol::lol:

Posted: 01 Dec 2004 21:05
by MacNetron
important things in society... like cars?? :oops:

<puts on hat, signed with "moron">

Posted: 01 Dec 2004 21:17
by ajy170
Why would you add rubbish??? Why not add water? It is something i have missed from TTD :D

Posted: 01 Dec 2004 21:28
by Shifty Powers
MacNetron wrote:important things in society... like cars?? :oops:

<puts on hat, signed with "moron">
I don't remember what it was, but I had a tour a 4 years ago there, so hard to remember, but NO cars, srry, more construction materials for roads or (I think) plastic.

Posted: 01 Dec 2004 21:36
by chevyrider
There are plans to transport flowers from Aalsmeer to Schiphol Airport.
You could design fields with flowers(tulips) The flower should been transported in cooledwagons to the towns.

Salt transport from Hengelo Saltmines to Rotterdam Chemicalindustries
with the blue\green Tals selfunloading covered hopper.

Posted: 01 Dec 2004 21:54
by scrat
chevyrider wrote:There are plans to transport flowers from Aalsmeer to Schiphol Airport.
You could design fields with flowers(tulips) The flower should been transported in cooledwagons to the towns.

Salt transport from Hengelo Saltmines to Rotterdam Chemicalindustries
with the blue\green Tals selfunloading covered hopper.
I like both your ideas, but I only have 16 available industry slots, because CS, in his infinite wisdom, decided that 16 was enough -- Which is why CS should have regular sessions with game designers, beta testers, a for real project manager, so they could tell him that imposing such a ridiculous and arbitrary (4 lousy bits) limit would make him look like a <insert favourite invective here> --.

Posted: 01 Dec 2004 21:59
by chevyrider
A very big part of all railtransport is done by containers.
They could transport plastics,electronic-components and Hi-tech goods.

Posted: 01 Dec 2004 22:02
by MacNetron
scrat: In that case I'll not ask for a ammoniak-train :)

<EDIT>: Stupid mac... never heard of chemicals???</EDIT>

Shifty Powers wrote:
MacNetron wrote:important things in society... like cars?? :oops:

<puts on hat, signed with "moron">
I don't remember what it was, but I had a tour a 4 years ago there, so hard to remember, but NO cars, srry, more construction materials for roads or (I think) plastic.
Please Shifty! This reply is far too serious. Please reread post 2 to 5 and tell me there is at least a trace of a smile on your face...

I know this forum is not like ending each thread with people smashing eachother with Mighty Inflatable Bats(tm) and poking sticks, but a little bit more fun can't hurt anybody!

Posted: 01 Dec 2004 22:02
by scrat
chevyrider wrote:A very big part of all railtransport is done by containers.
They could transport plastics,electronic-components and Hi-tech goods.
They will. :wink:

Re: [WIP] NL Region

Posted: 01 Dec 2004 23:01
by lobster
scrat wrote:13. Garbage - additional NL stock (VAM wagon)
hahaa! i knew it! :wink:

Posted: 02 Dec 2004 06:28
by Spyker
WooHoo, can't wait :p, but why are the locowagons in it to? i "modded" the randstad-senario and I only use the nl-trainset..

Posted: 02 Dec 2004 15:22
by scrat
Spyker wrote:WooHoo, can't wait :p, but why are the locowagons in it to? i "modded" the randstad-senario and I only use the nl-trainset..
I'm looking at what is available now (in terms of wagons) instead of what might still be created.

Yey

Posted: 02 Dec 2004 16:31
by TheGrew
Cool!

Posted: 03 Dec 2004 00:47
by scrat
Could someone point me to or provide me with a list of the largest (in terms of inhabitants) Dutch towns?

Posted: 03 Dec 2004 12:20
by ganzpopp
Look what I found:

http://web.inter.nl.net/users/Paul.Treanor/nethur.html

Contains all information you probably need!


EDIT: I think this one is even better:

http://www.citypopulation.de/Niederlande.html

No gemeente populations, but real city populations...

Posted: 03 Dec 2004 14:46
by scrat
Excellent! Thanks.

Posted: 03 Dec 2004 20:03
by scrat
The results of initials tests look very promising. There's still a lot of work to be done in the graphical department and tuning of stats, supply/demand, remodding freight wagons, etc., but we have a "proof of concept" (tm) here.