Everyone on here seems to play Simutrans a little differently. I love creating maps with huge cities, using the public service to carve out subway tunnels, and then creating a metro/bus network trying to use as many stations as possible (without much overlap). I've been trying to teach myself to do vector graphics, especially with cartography, so I tried making a metro/bus map for my most recent game (attached). I didn't include station names. Metros are the colored lines - the game really isn't worth posting, but for reasons of the diagram the stations aren't as far away as they appear in the center and are farther away than they appear on the fringes.
For instance, the black line connects the city center of the largest city with the southern station (a branch to the city across the river and a southern city a little bit further away). The green line is the metro for two cities on the other side of a substantial river, and the light blue (aqua) line simply connects the two most important stations. The yellow line is a two-branch line for two large cities on the north of the map connected by rail to the main metropolis.
Just checked the models - the "gl****y" short one (six-story commercial building) is 7px/floor. The rest are 6px/floor, and the SimCity-inspired one is 3px/floor, so we can throw that one out
The only one I don't think I can re-do, unfortunately, is the brick apartment building, which also happens to be my favorite. I'll see what I can do with the others and possibly just come up with new buildings for inclusion. You have my permission to use whatever I post on here - I'll license them under the GPLv3.
Let me know if you have any other hints/tips, I really do enjoy this game and would like to give back if I can.
I modeled one of them after SimCity 2000, but it's homemade. I don't expect it to be added. What is the height/floor ratio number? I'm willing to fix these if need be.
Very difficult, but this is my first time using Pak128 - too many legacy pak64 games on my computer. I think I prefer pak64.
I am on my 2nd iteration of Rogaland, as I completely mismanaged the first attempt.
The first attempt I made at Rogaland was bus-oriented, but was bogged down first by a poorly placed bus terminal near Stavanger and second by my attempt to build a rail network to increase capacity - I didn't have enough money to do it and I threw away a nice little profit margin and went bankrupt.
The second attempt, I decided to divide the map into threes - North Rogaland (the four northern cities), Stavanger/Bryne, and Haugesund/Sandnes. I first created a bus network for the four connected northern cities, using three local lines for Randaberg, Tau, and Egersund/Sola which all connected at the "North Rogaland Bus Terminal" on the outskirts of Randaberg.
I then set up the Stavanger/Bryne network treating the region as one city, creating a transfer point on the eastern outskirts of Stavanger for the train.
I set up a p****enger railway between Haugesund and Sandnes using Haugesund as the hub station (with a stop at the Tower and an oil refinery). I then connected the three major p****enger hubs (Randaberg, Stavanger and Haugesund) using the cheapest possible rail network, and then created a national hub station where the three lines converged (to the east of Stavanger). I then had about 10000¢ left in the bank, so I unpaused and let the simulation go!
Using this system I was able to achieve a profit margin fairly quickly. Unfortunately, I had to keep tweaking the network and am****ed another 120000¢ in debt, and the profit margin just...isn't...enough.
To top it off, I'm now running 2 trains between Haugesund and the national hub, but I need about 1.5 trains for both Haugesund/national hub and Haugesund/Sandnes in order to continue making money consistently so there's a train I switch back and forth when I need to. I also don't have enough dough to try connecting industries at the moment.
I haven't looked at the code since I am not at all proficient in C++, but in theory, this shouldn't be too hard to implement, should it? Anyone with knowledge of world generation?
Instead of using random city generation, you would be able to read the city name, x and y coordinates, and population from a text file.
So, if you load up, say, Germany.ppm as a height map, the game would look for, say, Germany.city in the same folder.
Germany.city would look like: Berlin,(xcoord),(ycoord),(population) Hamburg,(xcoord),(ycoord),(population) München,(xcoord),(ycoord),(population) etc, where the xcoord and ycoord are the coordinates of the city hall, and the population is the city population.
This would allow users to play on "realistic" maps without having to add any of the cities manually while maintaining a random yet consistent flavor every time they start a new game.
Further thought: If (x,y) is under water, the city is ignored.
I'm not going to pretend I'm good at making buildings, but I've made some commercial and residential buildings for pak64 that someone might want to use alongside their default pak.
I've found the "staggered unconnected airport" to work rather well when you are dealing with many planes at one airport.
Planes coming from the north all are scheduled out of the western stops, land on the north runway and take off from the south runway; all planes coming from the south are scheduled out of the eastern stops, land on the south runway and take off from the north runway.