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NewGRF Idea: Decaying City

Posted: 09 Dec 2011 15:40
by kamnet
Just a quick thought that went through my head, that I don't think I've seen proposed before.

A NewGRF which replaces the base house and office buildings with decayed, crumbling buildings if a town isn't regularly serviced.

Re: NewGRF Idea: Decaying City

Posted: 09 Dec 2011 16:03
by Kogut
AFAIK it is impossible (newgrf is unable to check whatever a town is regularly serviced.).

Re: NewGRF Idea: Decaying City

Posted: 09 Dec 2011 16:09
by Yexo
A house NewGRF can check the percent passengers/mail transport this month/last month. So it could show crumbled houses when there are no passengers transported last month nor this month.

Re: NewGRF Idea: Decaying City

Posted: 09 Dec 2011 20:54
by Terkhen
You can also use town persistent storage to store more stats and information. Houses can then check it to decide their state.

Re: NewGRF Idea: Decaying City

Posted: 09 Dec 2011 21:07
by lawton27
I think this could be well implemented in existing newGRFs :) Personally I think run down / derelict wouldn't look too great if it was constantly changing.

It would be nice to see at the start of the game all towns only have small houses and will only build small houses unless the town is provided with transportation. The town can then choose to build progressively bigger buildings as more and more passengers are transported. This would require no new graphics and would be nice as a parameter option in certain sets, Hint* Hint*... :)

Along the derelict line perhaps if a town revives no service in a year or so the 'large' buildings (ie those that only could be built if transport was provided at some point) could become derelict :)

Re: NewGRF Idea: Decaying City

Posted: 10 Dec 2011 00:41
by Michi_cc
Terkhen wrote:You can also use town persistent storage to store more stats and information. Houses can then check it to decide their state.
Yeah, combined with callback 0x148 there's a lot you could do.

Re: NewGRF Idea: Decaying City

Posted: 10 Dec 2011 04:46
by Kogut
Michi_cc wrote:
Terkhen wrote:You can also use town persistent storage to store more stats and information. Houses can then check it to decide their state.
Yeah, combined with callback 0x148 there's a lot you could do.
Is it possible to check delivery of food/goods/etc?

Re: NewGRF Idea: Decaying City

Posted: 10 Dec 2011 04:58
by planetmaker
Kogut wrote:
Michi_cc wrote:
Terkhen wrote:You can also use town persistent storage to store more stats and information. Houses can then check it to decide their state.
Yeah, combined with callback 0x148 there's a lot you could do.
Is it possible to check delivery of food/goods/etc?
You can in principle check for any cargo being delivered: http://newgrf-specs.tt-wiki.net/wiki/Va ... s_.2864.29

Re: NewGRF Idea: Decaying City

Posted: 10 Dec 2011 07:51
by Hyronymus
Do cities actually decrease in size when they had a good service and lose that service?

Re: NewGRF Idea: Decaying City

Posted: 11 Dec 2011 09:25
by Eddi
towns have a growth rate based on number of active stations, and a decay rate based on number of houses (and their lifetime).

towns will shrink if the latter is larger than the former.