leftthin.blogg.se

Openttd ecs
Openttd ecs








* The different OpenGFX packs (though you'll probably want to configure “OpenGFX+ Trains 0.3.0” differently, depending on your main train set! See below)

#Openttd ecs mods

Most aesthetic mods should work with all variations of this combo too, like the ones which add different stations and placeable objects - I won't list all of them here, that'll be up to you, but I will recommend: eGRVTS (if used) combined with Hover Vehicles keeps on releasing road vehicles though, as does the VacTrain set which releases its last vehicle in the 2090s - And trains are the main focus of OTTD. I had an 1830/1850 start in mind when putting the following list of NewGRFs together, though you can start earlier, depending on what set of NewGRFs you use.īefore starting my current game of OTTD, I did some testing with the different NewGRFs first to see how they might behave over the course of an entire longplay or early start game: Starting test games on different dates with the "Vehicles Never Expire" setting both on and off to see what's available, when, and what stays available, building a few experimental networks with Maglevs and VacTrains.Īny of the variations listed below should work, as long as you poke and play around with the NewGRF parameters first, though it's a bit of mix and match, with some inconsistencies depending on what NewGRFs you have running along side each other, but not in a game-breaking way (as far as I've seen).īoats (Squid Ate FISH/red FISH) stop being released after 2008, and there are no new aircraft beyond the 2040s (with the av8 Aviators set), though the most useful boats and aircraft stay available until 2100. Scroll down for more details on these NewGRFs, and there are different options available too. In my current long play OTTD game, I've so far (July 2021) played between 18 in-game using a combo of the NewGRFs shown in the below screenshot - All seems working, and fun, and there's still plenty to do on the large map I made to see me out until 2100, if I choose to get that far. Using a game script such as "Villages is Villages" (see below) keeps the game world more static and stalls town growth without player intervention, making a long game more feasible than it used to be. The following links provide some addition information about ECS VectorsĮCS Vectors Cargo ID and classes Cargo chains Version 1.1.Once you're familiar with how the vanilla game works, it can be fun to play a long game of OpenTTD, with NewGRFs (mods) making this possible - Or you can even just start early, and set the "Scoring End Year" setting under "World Generation" to whatever you feel like.

  • ECS Construction Vector, ECS Construction Vector by Pikkabird.
  • Every vector disables the default industries, which are similar to the industries, represented in the vector. They can be used in any combination, with the ECS Town Vector or independently. Special houses of the ECS Town Vector are represented in a separate GRF ECS Houses.ĥ of them are additional ones.

    openttd ecs

    One of them is the base one, that defines the minimal amount of cargoes and industries, and has two additional functions (adding variable snow lines and removing default industries), which are optional. To give the player control over the number of cargoes and industries, cargoes and industries are grouped into 6 blocks ( Vectors). Running all of them in one game makes the game rather complicated. ECS Vectors (by George) define 31 cargoes and 35 industries.








    Openttd ecs