Re: Stop-naming mechanics
Reply #2 –
It is possible to change things slightly within the current mechanics by simply altering the translation texts. If you insert the following into simutrans/pak128.Britain/text/en.tab these will overwrite the defaults:
1center
%s %s
1extern
%s Junction %s
1nord
%s north %s
1nordost
%s NE %s
1nordwest
%s NW %s
1ost
%s east %s
1sued
%s south %s
1suedost
%s SE %s
1suedwest
%s SW %s
1west
%s west %s
2center
%s Central %s
2extern
%s Road %s
3center
%s Victoria %s
3extern
%s County %s
4center
%s Exchange %s
4extern
%s Heights %s
5center
%s City %s
6center
%s Midland %s
7center
%s Piccadilly %s
%s city %d %s
%s City %d %s
%s land %d %s
%s Rural %d %s
BF
Railway Station
H
Dock
Dock
Airport
Airport
The second line of each pair is what appears in the game - I've just created that this morning based on your suggestions, so you can alter it if you want. In fact I will include this translation (or similar) in future releases of pak128.Britain. As for renaming industry stops, the game currently doesn't differentiate between goods and p****enger stops for naming purposes, and just uses the name of the factory in the stop name if adjacent (see below).
However to do something more sohisticated would require a change of the game engine, not just pak translation texts. The way it currently works is as follows (as far as I can tell):
1) Is there an industry, monument or town hall adjacent which hasn't already been used to name a stop? If yes, use <town>+<feature name>+<mode stop name>
2) If (1) fails, then:
a) If within a city use <town>+<town stop name>*+<mode stop name>
b) If outside a city use <nearest town>+<rural stop name>*+<mode stop name>
*Town stop name is a list that gets used in order, as above it is:
Town1: (nothing)
Town2: Central
Town3: Victoria
Town4: Exchange
... until end of list then City 1, City 2, ... City n
Rural1: Junction
Rural2: Road
etc until end of list then Rural 1, Rural 2, ... Rural n
I like your idea of having a random name taken from a list. In that case instead of using City 1, City 2 etc it could use random names from a list such as "High St", "Market St", etc.
The only problem I can see is that it may just be more straightforward to rename them yourself as you go along...