2/29/2024 0 Comments Openttd best trains newgrfWhile we can decide between using SH40 – slower, better acceleration vs. Kirby -> Chaney Jubilee -> Ginzu A4 -> SH8P -> UU37 -> Floss47 -> SH30 -> SH40 -> TIM -> AsiaStar There we can’t really set too much of choices in the whole game. No choices are here and we get a very limited number of usable engines.Įven more different are original engines. Unfortunately this is basically everything you use while playing 2cc set which has like hundreds of engines. (Which is possible but imo ugly) So you automatically have to make separate networks in case you want to make both mines and cities happy. Unfortunately there are no real passenger trains which would fit with the cargo trains on one network so you would have to use cargo trains with pax wagons. The SD110FC is awesome but just way too slow. Luckily, it makes up for it in the end of the game as both of the faster engines are well usable. Acela HHP-8 – overall balancedĪs you can see, there is not much decision going on in the early ages. Late game: SD110FC – strong, very slow vs. 8 – a pathetic challenge since 8 is only 17kmh faster and has half power nothing – GG1 is fastest, strongest, and short You can have slower (160/225kmh) network with pax train in it, or you can go for faster pax trains and use them with Eurostars at 289kmh or even make a separate maglev network.Įarly game: GG1 vs. In the end of the game, any of these mentioned engines is usable, and there even comes the combination of passenger trains. This is basically how you play UKRS, being able to pick any of those routes while all of them can be reasonable under some circumstances gives you unmatched amount of choice. Mid game: Metrovick/Deltic – slower, stronger, shorter vs. Pacific/Streamliner/Merchant navy – faster, weaker, longer Now the list of a few sets is going to follow, examining those aspects:Įarly game: EE1 – slower, stronger, shorter vs. In general I just think that having the choice to do something makes a person think, thus allows for a higher skill-level development as we could call it in general in computer gaming ).Īnother important element is the number of how many engines do you actually get to play with and how often do you get a new engine which is better than the previous engines. After you get all engines, it is nice when you can still decide which train to use instead of having one ultimate engine which is ultimately strong and ultimately fast, fitting for every purpose and being used always again and again. The other one is much more used in our conditions and that is the end-game choice. First one is the spectrum of trains available you get when you play the game normally (like when you start in 1950 or earlier and upgrade engines on the fly). There are two kinds of a choice that I see. Choosing whether to use rather fast engine, or a slower one, gaining something, sacrificing something else, adapting your train to your network. If there are any key elements which make a newGRF fun to play, I think giving the player some choice what does he want to actually do is one of the most important ones. This is what this article is going to be all about: I am going to compare a few train sets (original engines, US Train set, 2cc set, UKRS) and then I am going to show how NUTS is supposed to work in these areas. Or you could focus on the way how the train set actually works and what gameplay aspects or even effects it has and ultimately what does it bring to the table when playing your game. You could focus on the realism part, which I consider absolutely stupid and this article should show why. You could focus on the graphical side, which I will not consider for now in this article. There definitely are many ways on how to view train sets, how to classify them and how to rate them. Note: I am going to add images to the article later, but they are not too important so I publish the article now :). Why do I write this? Basically because I am not going to just describe how is my set going to look as that info can be found on the devzone already, but I would also want to talk about the aspects and behaviours of other sets and what do I see good or bad, or what to consider when making a plan in our games, or even what to think about when choosing newGRFs for your own single player game. In this article I would like to make an official introduction to the set and describe why and how is it expected to work. The set is called NUTS, (Nameless/NUTS) Unrealistic Train Set and it’s home is at the devzone. As some of you might know already, I started drawing my own trains some months ago. But unlike before, I will not mention building styles, techniques or anything similar. After a while I am writing an article again.
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