Must be built in a town with a population of at least 1200, replaces houses.Ĭan only be built near coastlines, requires Oil. Note you will only get extra cargo, and can't destroy normally. The location will be random, and may have a chance of failing.Īs other industries lets you choose wherever you want to place the industry. Prospecting lets you fund industries that produce raw materials (primaries except for City/Town, and bank). the center of town will be a good place to deliver mail, food and goods to. None prevents you from funding anything, and you have to rely on the map. Ive never played OpenTTD but I played the versions of TTD (And the original. There are three settings with funding industries: None, Prospecting (default), and As other industries. It is possible to use money to place industries on the map. Display chain will open a window showing what buildings and goods connect to the industry. The location button will move the map to the industry. The second number, in a percentage, will be how much you transported of the good within the timespan of one month. This is how much of a particular good is produced in the previous month. (As ever, see the changelog for further details).The first production number(s) will be a number followed by a unit (tons, gallons, liters, crates etc.). AI and Game Scripts can now be modified in Scenario Editor for existing scenarios (although not savegames).Gameplay Manual The manual provides in-depth information on how to play. Scriptable league tables which can replace the default scoring system Welcome to the OpenTTD Wiki A user-edited manual and development guide for users and developers of the open source transport simulation game OpenTTD, based on the gameplay of Transport Tycoon Deluxe.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.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. And much more, which can be seen in the changelog or the previous release announcements!.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.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.
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