Age | Commit message (Collapse) | Author |
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other road.
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(and other structures) when the owner of the structure built it on foundations and if you have enough "empty" space ofcourse. One could use the tool for some other construction needs too. Patch by frosch.
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Patch by frosch.
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towns, in order to make it more readable and with improved performance. (FS#1161 by skidd13)
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subsystem. Patch by Progman.
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the functions for those tile types.
-Codechange: barren the rail grounds on terraforming.
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representative and more fitting of trunk's naming convention (skidd13)
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simplifications to the terraforming code. Patch by frosch.
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cleanups might cause memory leaks due to the way C++ works.
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manually in scenario editor
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similarly for AddBlock*.
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as super class.
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super class.
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"road" everywhere except in the tile type.
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foundations. Primarily removal of (duplicated|magic) code and introduction of few helper functions to ease foundation determination. Patch by frosch.
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transparent" code.
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information for tiles on which it could not build. aising the values to 2 will prevent further invasion of the water-at-the-edge :)
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changed usage, add a few and update the comments.
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inconsistent, and tested all 'namespaces'. now only check names of the same type.
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(president) name
by index
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towns pretty small.
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neighbourhood of a tile when it couldn't even *ever* build on that tile.
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easily modified.
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from a bitset to a bool evaluation.
Like easier to read and faster to evaluate :)
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some newgrf features have been loaded, and introduce the newindustry one.
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road types on a single tile.
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"road" with multiple owners on a single tile.
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production)
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Currently only used for newhouses.
Basically, it is more a gathering of IDs from grf files and ingame data.
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roads of the users, even in case of "No Road" layout (skiddl13)
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for towns to use.
Possible patterns are :
No Road (not available in scenario editor)
Original (for the nostalgics)
Better Roads (same as original, but based on distance of 2 tiles instead of one)
2x2 grids
3x3 grids
Patch by skiddl13
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and very low number of industries
Based on FS#289, by pitt2
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Loosely based on work from TheJosh
More to come.
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(there is a difference) callbacks for newhouses.
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of towns can
start off larger, and will grow twice as quickly as other towns. They can also
be placed specifically in the scenario editor. Thanks to TheJosh for the
initial patch and the idea.
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corrections...
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is set to none and "Fund new buildings" is used.
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