Overgrowth possibly solved

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Damage
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Overgrowth possibly solved

Post by Damage »

Guys, looks like I've just found a universal solution for the city overgrowth.
If someone has already posted a solution, just delete this topic. Anyone interested? Just ask me how.
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Post by SkyNet »

why you dont post it in your topic ? ;)
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Post by Kosov_1986 »

Damage what is the solution?
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Post by Damage »

Because it's a different problem.

The key to this is only one setting: demolition cost.

More info later. I'll post a test scenario.
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Post by Damage »

Try this scenario with the first test building. Build one tram line with 3-4 trams. Wait for 3 years. I used Ashton, got double growth 6K>12K.
Then replace it with the second file. Start again with the same tram line and notice the difference. I had nearly no growth in 3 years. Only 5 buildings were built. Not sure that it will help in the long term though.
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Post by chevyrider »

Damage wrote:Because it's a different problem.

The key to this is only one setting: demolition cost.

More info later. I'll post a test scenario.
I'm not sure, cause i don't play the game on the moment.
But you think that a town has a certain amount of money to renew buildings?
Could be interesting.
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Post by Samo »

or u could just build a railroad or or something one level above the ground around the city :p
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Post by nicknam4 »

or you can make a scenerio or edit one, and un check all the skyscrapers!
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Post by chevyrider »

Guys, stay on the subject.
If it can be done in the XML, then it's a great breakthrough for realistic scenery.
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Post by Damage »

I'm not 100% sure, but maybe Loco uses this one as a price for the building. Another possibility is that towns sometime clear the territory from the older buildings or build new roads, and destroying them now costs 400K in 1945.:wink: Either way they just can't afford too many new buildings. I'm going to try that for a longer time. If everything is how I understand it, we can just tune all the standart buildings to make towns grow properly.

Anyway the person(s) who assumed that towns have use money in the growth model was right. Otherwise I just cannot explain the result.

/Offtopic Got some problems with LocoTools Frontend. Got the VB libraries, tried to register it, but still no result. "Component 'TABCTL32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid". It's just I'm stupid or my machine is buggy?
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Post by lobster »

Damage wrote:Anyway the person(s) who assumed that towns have use money in the growth model was right. Otherwise I just cannot explain the result.
sounds most logical, the amount of money a town can spend on new buildings is the growth limit. i guess decreasing that limit or increasing the cost of new buildings (as you did) throughout the game will solve the ridiculous town growth, and it's probably even possible to add variations through various *.dat files, with low, medium and high building costs. excellent idea, Macho Man Randy Damage. :P
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Post by chevyrider »

Damage wrote:/Offtopic Got some problems with LocoTools Frontend. Got the VB libraries, tried to register it, but still no result. "Component 'TABCTL32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid". It's just I'm stupid or my machine is buggy?
Try here:
http://www.ascentive.com/support/new/su ... BCTL32.OCX
Thank Seelenquell for finding that site.
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Post by TheGrew »

Another possible way of decreaing the size of cities is by doubling the cargo a building accepts or produces affectivly halfing the size of the city but keeping same population.
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Post by lobster »

i don't know if that'll cut the growth to half, it could be that you just get the same town with twice as much produce. but it's worth a try, ofcourse. :)
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Post by Damage »

I've got bad news and good news.
Bad news: this is not the building cost. For small cities it doesn't work so well, because there aren't many buildings to demolish.
Good news: It does work, although small cities grow faster, they grow around the "historical center". It does work, when cities start to replace old buildings with scyscrapers. And maybe it's not the maximal effect, because i've tried only 3 values - 32, 5000 and 30000. 30000 gave no effect. Maybe something around 1000 will work better. I'll try, when I'll have more time.
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Post by metalangel »

Damage wrote:
Macho Man Randy Damage
What? Who? :?
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Him (Randy SAVAGE). One of the WWF's greatest. Looking decidedly leathery these days, mind you.
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Post by Damage »

WTF?!

Ok, Frontend works now, thanks, chevyrider!
I wonder if it's possible to make Frontend work with buildings too, so we could try to test it largescale.

/upd Dammit! Frontend works, but Vehicle Creator doesn't! "Component vbalARLB6.ocx not correctly registered"
And the new MSTS2Loco too! "Error 53 File not found: zlib.ddl"
Strange thing, because they worked fine! Don't know what to do... :?
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Post by lobster »

Damage wrote:
Macho Man Randy Damage
What? Who? :?
t'was a joke! :wink:

Metalangel: yeah, i know it's savage originally, i just thought this was more, well, suitable. :P
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Post by Damage »

Well, I just understand. Who is this guy? What is WWF? :? The only WWF i know is World Wildlife Fund. :wink: Wait, there's World Wrestling Federation too...
Nevermind. Cultural differences, you know...

I did some testing agian, here are the results. The city is on a flat land, rather small size, worst conditions, so to say. There's certanly a connection between demolition costs and growth. Slowest growth is somewhere near 2000 demolish cost value. If it's highier, the city just changes the grow pattern. I haven't tested all the variables yet, maybe som of them have an impact on city growth.
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Post by Stormscape »

Just wondering, have you made any furthur progress yet?
eh wot?
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