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Not as complex as the above two scripts.Īnd there are others out there too which behave differently. * City Growth Limiter - Simply stops towns and cities growing above a certain size until a percentage of mail and passengers is transported. * City Controller - Carefully manages cities depending on what's transported to them, like the above “Villages” script does, but with fewer options. The economic settings can always be tweaked mid-game to make things easier if you need them to be (via Script settings) That being said, VacTrains in the future are VERY expensive, so I don't yet know how having the economic settings on will affect being able to afford them - Though there is a cap to the dividends, and you have 150+ years to build up your yearly revenue first before they become available. It'll also stop *you* from growing too quickly as well, forcing you to pace yourself - Which is what you want for a long game! :) Your ability to build and expand will depend entirely on how much income you can make.
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SUGGESTION: Firstly, reduce vehicle running costs by half in their respective NewGRF settings (if used), then try turning on the optional “Economic Setting” in the "Villages" script settings for a harder single player game (new game only), which sees your company income get taxed, and you'll be paying dividends each year, depending on how much money you have - This also affects city growth world-wide, so it actually means something, too.
#Openttd monorail how to#
Completely changes the behaviour of OTTD for a long game and is very highly customisable, offering many options! Take at look at its "ReadMe" file to learn how to configure it. * Villages is Villages - All singing, all dancing. You can only have one script active at a time. * “Useless Tracks” which add planning tracks, good for planning train networks in early game since they cost no maintenanceįirstly, you'll want to choose a game script (“AI/Game Script Settings” in main menu) to stop cities and industries from growing wildly, taking over the map and getting out of hand, especially during extended play. * 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 monorail 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. 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.
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