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Article View: alt.games.microprose.transport-tyc
Article #28403

Re: How to improve features - ttdpatch.cfg (Part II)

#28403
From: Carlos Correia
Date: Sat, 29 Oct 2005 01:27
90 lines
4376 bytes
----- Original Message -----
From: "Josef Drexler" <nospam1005@joesbox.cjb.net>
Newsgroups: alt.games.microprose.transport-tyc
Sent: Wednesday, October 26, 2005 3:34 PM
Subject: Re: How to improve features - ttdpatch.cfg (Part II)


> Carlos Correia wrote:
> > And this is my ttdpatch.cfg. i also liked to know if i can alter
anything to
> > improve my games features: (sorry about the size of the post):
>
> That really depends on what you consider an improvement...
>
> But here are a few comments...
>
> > // `cheatscost' (-Xo) makes sign cheats cost money when used.
> > cheatscost off
>
> I like to turn this on, so that it feels less like cheating when I use
> "Cht: Renew" occasionally.  I don't use "Cht: Tracks" so much nowadays
> but do occasionally upgrade my regular rails to electrified that way;
> then I want to pay for that properly.

Im not so anal...

>
> > // `enginespersist' (-P) keeps engines around for as long as they are in
> > use.
> > enginespersist on
>
> It's better to turn this off if you use any of the new vehicle sets,
> since they have so many engines in the list that it can be unwieldy, and
> also there's currently a bug in relation to the use of the "early
> retirement" option in the grf files.
>
> You can leave it on if you still want to be able to buy steam engines in
> the later years, but otherwise I'd turn it off.

I like to have all the engines available, just for fun... Coal, for example,
is transported
with steamers (free fuel!) and oil, goods from the refinary and petrol, are
transported with
diesel engines (now i'm that anal!) :)
>
> > // `feederservice' (-Xf) modifies forced unload and profit on a station
> > accepting that cargo to leave the cargo at the station, not cash in.
> > feederservice off
> >
> > // `fifoloading' (-YF) enable FIFO loading.
> > fifoloading off
>
> You have these off, I have them on, but there's really no setting that's
> "better" than the other, it depends on how you want to play the game.

I use this once in a early version and it was very buggy! Trains did not
load with "full load" command
>
> > // `fullloadany' (-F) makes a train leave a station if any type of cargo
is
> > full.
> > fullloadany off

In DBsetXL i use 16 wagons - The Engine + 12 Passenger + 4 mail, i don't
think
i would like trains to leave a station with only 4 mail cars full

> Same here.
>
> > // `largertowns' (-XT) makes each one out of a given number of towns
grow
> > faster and larger (also applying `towngrowthlimit' selectively).  Range
> > 1..70.  Default 4 (one out of four towns).
> > largertowns 1
>
> This makes all towns grow faster, I'm not sure if that's what you want.

Well, i've used 1 and 4... I like BIG cities...

Keep up Mr Drexler, and thank you all !

>
> --
>     Josef Drexler                 |       http://jdrexler.com/home/
> ---------------------------------+----------------------------------------
>   Please help Conserve Gravity    |  Email address is *valid*.
>   Play Chess, not Basketball.     |  Don't remove the "nospam" part.

Carlos Correia
Lisbon, Portugal
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From: "Carlos Correia" <cak@oninet.pt>
Newsgroups: alt.games.microprose.transport-tyc
References: <1130275887.197175@localhost> <djo44j$vg7$1@server.our.house>
Subject: Re: How to improve features - ttdpatch.cfg (Part II)
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