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Openttd mail
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It's based on Busy Bee, which is similar but with no cash reward for completing tasks. If you're looking for reasons to force an expansion of your network, the gamescript Bee Rewards give you random quests to complete, similar to subsidies (which don't work when CargoDist is active) but with a cash payment instead of increased revenue. It attempts to mimic the original game as closely as possible while extending it with new features.

openttd mail

Openttd mail simulator#

I'm sure you could find an explanation by searching TT-Forums if you're interested. An open source simulator based on the classic game Transport Tycoon Deluxe. It's not impossible - I think Simutrans chooses destinations for all cargos regardless of connections - but there were reasons for this decision which I'm not fully aware of. I understand that CargoDist was the last of several attempted projects to give cargos destinations, and CargoD est was an unfinished attempt at what you describe. SteamPower 1830 VS OpenTTD Compare SteamPower 1830 VS OpenTTD and see what are their differences. D won't be considered since there's no station there. If passenger trains run A-B and a coal train runs B-C, passengers will not want to go to C, since they have no way of getting there. CargoDist only considers stations which can be reached by the cargo in question, from the station in question. (As ever, see the changelog for further details).Unfortunately not. AI and Game Scripts can now be modified in Scenario Editor for existing scenarios (although not savegames).Scriptable league tables which can replace the default scoring system.In addition, some new tools are available to AI and Game Script authors: An improved local authority action window which now shows you actions you can’t afford, instead of hiding them.

openttd mail

The ability to clone or share orders with vehicles grouped by shared orders.Optional cargo names above vehicles in vehicle lists, to show at a glance what they carry.Cargo filters for vehicle lists (such as at stations) to allow better visualization of traffic.A new Generate World menu which now includes NewGRF, AI, and Game Script configuration menus.Variable interface scaling at whatever size you want (not just 2x and 4x), with optional chunky bevels for that retro feel.Multiple beta releases often indicate lots of bugs to be fixed, but in this case we got carried away adding features and thought more testing was needed. (If you played with the RC2 testing release, most were fixed before then. In addition to these features and improvements, we’ve fixed lots of bugs. No more port-forwarding or other stuff: start a server and ask your friend (s) to join. And much more, which can be seen in the changelog or the previous release announcements! OpenTTD 12.0 Posted by TrueBrain The time is finally here: 12.0 is officially released 12.0 is our multiplayer update, where we made playing together as easy as possible.More natural rivers which get wider as they flow downstream.Multi-track level crossings to keep road vehicles from stopping in the middle of the crossing.NewGRFs can now provide engine variants that are shown hierarchically in the purchase list.Various small tweaks and improvements to several windows.

openttd mail

  • Direct access to NewGRF/AI/GS settings from the new game window.
  • This includes better automatic scaling when using HiDPI or mixed DPI setups. This is one of the largest releases we’ve done in several years, with numerous features and improvements covering the user interface, gameplay features, and modding extensions for NewGRF and Game Script creators. Breaking news: OpenTTD 13.0 is now available! Depending on your perspective, we’re either two months early for our usual April 1st release, or a bit tardy for the Christmas 2022 release we intended.












    Openttd mail