fridaemon wrote: 07 Oct 2021 06:47
Buildings 2x1 and 2x2
If there'll be problem, it can be used as eyecandy object, so no problem.
Something that I think is sorely lacking is the possibility of assigning various properties to objects, such as producing passengers or accepting specified cargo...
fridaemon wrote: 07 Oct 2021 06:47
High Buildings
I want limit population limit for skyscrapers. For example they will be built in cities with population above 100 000
Maybe it is possible to define proportions or a limit for a specific population? 100,000 is too many for many games. Scripts can prevent such large cities from growing, so maybe some setting here would do well.
fridaemon wrote: 07 Oct 2021 06:47
FABS as a complete set?
I don't think that from the beginning the set would work as a separate, full-fledged. Over time it will be possible (I hope).
With a limit on the number of buildings in the game I'm not sure.
As far as I know, each building can have many different variants assigned to it, which would be chosen randomly or according to some logic (location relative to streets, current date). In this case, all the buildings you showed above could even take up only 16 positions.
fridaemon wrote: 07 Oct 2021 06:47
three sets together in one game is OK.
If you only play the JGR version, then probably yes. In the standard version, the effect is not always the best, especially when I look at what can be achieved with ITL "technology"
fridaemon wrote: 07 Oct 2021 06:47
Improved Town Layout
I don't know how it works, so I can't tell nothing about that.
Hmm... you should definitely check it, because this set really changes how cities look like. You will look differently at what can be done. In brief:
1. The suburbs are much more extensive (also in ordinary OTTD)
2. The city center is limited and doesn't always appear symmetrically in the center of the city
3. Buildings change to bigger only where passengers are transported
4. Initially, most of the buildings are small houses from the suburbs (in my opinion this may be a disadvantage and would require some refinement)
It is because of the possibility of coding a better layout, it is better that it be one set than several.
Another interesting example of an asymmetric layout is the Korean Style Buildings.
- [+] Spoiler

- Korean Style Buildings.png (533.66 KiB) Viewed 13531 times
fridaemon wrote: 07 Oct 2021 06:47
European Building Set
some graphic artist wrote there, that these buildings are stolen or copied. As you sent preview, most of these buildings are from SAC, and they can't be used in our set.
It's a bit depressing... But well, the world goes on so I believe in your talent.

In any case, if any of these graphics were by Chataigne, if they fit your concept, I think it would be worth including them.
fridaemon wrote: 07 Oct 2021 06:47
Buildings from other Sets
(...)Nice buildings, but I don't want someone else's graphic in this set. We manage to create our own.
If you want to create a full standalone set, I think that's quite limiting. There are so many interesting graphics, both never used and in existing sets. Not even that I believe, but I know that you can create really great graphics, but bearing in mind that a single set would work better in a regular game, it would be a pity not to see them.
Polish Building Set
What I liked about the newest, non-publicly released version are the unique buildings emerging along with some of the cities that made up the old part of cities that gave them a certain character. You can see one like this on the graphics of the city attached earlier.
Shops as industry
This is what I miss.

But these are stores whose acceptance of goods would be limited and would depend on the city's population. Well, I'm one of those players who like some challenges, and currently in the game you can transport everything, transport the entire world to one small town and its inhabitants will buy it all!

You can turn on cargodist, but it has a hundred times more disadvantages than advantages and it doesn't really change anything, because you can carry everything in one place anyway. Larger "shops" could also be created, which would be logistics centers located outside the cities. They could produce "shops suppiles" that could be delivered to regular stores.
Such enterprises could be part of a set of buildings.
- [+] Spoiler
-

- City enterprises v3.3.png (136.41 KiB) Viewed 13531 times
Shops as objects accepting goods would also be a nice solution, although I would prefer these enterprises.
fridaemon wrote: 07 Oct 2021 06:47
Stepped houses
About different orientation, I'm not sure how it could work together. if there are two differently facing buildings next to each other, it won't be nice.
That is why I would suggest that there should be some parks, squares or even parkings between the buildings quite often. I mean the latter direction mainly because of the street orientation. The point is, the three buildings facing the NW-SE street won't look good either. The code can specify which graphics the game should use. These terraces could always face the street, but could also be inwards or to the side, provided there is some low area in front of them, a square or a swimming pool, for example.
- [+] Spoiler

- Holiday view from the window.png (86.11 KiB) Viewed 13531 times
fridaemon wrote: 07 Oct 2021 06:47
Blocks of flats
which buildings do you mean? I'm not sure about this ones.
I meant the fancifully painted ones. Maybe they won't look bad. Much also depends on their arrangement in relation to other buildings. I admit that I have a certain aversion to this type of painting due to the fact that in my city many blocks in the 90's were painted in various motley colors. People after decades of the gray of communism (literally whole cities were the color of gray concrete) were hungry for vivid, warm colors and when modernizing the buildings, housing associations opted for such colors. Well, that's why there are plenty of such pink-seledenium-cream buildings in city centers these days. They are not bad in themselves, but when adjacent to modern or classic buildings, they just bite the eyes. Some, interesting option may be that these buildings will be modernized from time to time and change their colors to match the current trends - the building after the expiry of its service life could be replaced with the same, but in a different variant.
The service life of buildings
In most sets, it is very short, which means that cities are incessantly changing buildings. Often, even the largest ones don't stand still for more than 2 years. 2TallTyler in his ITL significantly extended these periods (perhaps even over 20 years), which gave a much better effect. In the Polish Buildings Set, some, especially rare buildings, even have unlimited life. This is a good solution in my opinion.
One day I may learn to write shorter posts.
