TTDPatch - The Transport Tycoon Deluxe Patch ================================================ Version 2.0 Overview 1 Introduction What is TTDPatch? What does it do? 2 Usage How to set up and use TTDPatch. 3 The Patches A detailed description and explanation of each patch. 4 Additional Reading Some in-depth information about various aspects of the patch. 5 Other Stuff Whatever didn't fit in any of the previous chapters. 1 Introduction ************** Overview 1.1 What does it do? A brief summary of how TTDPatch is useful. 1.2 Copyright and Copying Who made TTDPatch, and under what conditions are you allowed to copy and use it. 1.3 Cheat Disclaimer When not to use TTDPatch. 1.4 Terminology and Notations Explaining some of the terms and notations used in this manual. 1.5 Contributors Who works on and helps with TTDPatch 1.1 What does it do? ==================== TTDPatch is a program that modifies the way Transport Tycoon Deluxe (TTD) works. It offers many, many improvements in gameplay and offers a different way of experiencing TTD. Among the more popular options are: More, Better, Larger Have you ever been annoyed by the maximum number of vehicles, that you can only have 80 trains, and that there are only 690 vehicles available to all eight players? No more! Now you'll be able to own 240 trains, 240 road vehicles, 240 planes and 240 ships, and altogether up to 40,000 vehicles. Also you can have larger stations, with up to 7 platforms, each with a length of up to 7 squares, or even mammoth trains with up to 126 carriages. New Signals Frustrated that building an efficient station is so hard? Pre-signals offer a new way to guide your trains and allow very small, yet efficient stations. Also, a different way to handle the "non-stop" flag makes it easier and more efficient to give a train way points along its route, in the form of dummy 1x1 stations. These improvements allow the creation of large, interconnected rail networks that are very efficient. New Graphics If you've always wanted a larger variety of vehicles, TTDPatch is for you. It enables new vehicles with new and exciting graphics, and supports making even more vehicles with a new add-on mechanism. In-game Cheats Just by placing a sign, you can change the year, your cash, renew all your carriages for better station ratings and so much more. Get this, you can even automatically convert all your tracks to monorail and maglev, so that you don't have to waste time converting them yourself! Other conveniences, including refittable train engines, mixed stations with different types of trains, selectable station goods, more useful "full load" option, the ability to use realistic acceleration on mountains, or turn off the effects of curves and mountains entirely, and much, much more. None of the above is compulsory, everything can be customized. You only play with the options that you like, and leave the rest turned off. Every one has different preferences, and this program tries to accomodate that as much as possible. Just keep on reading, and you'll find out that you really want to try this program. And the best: it's totally free! And that's because I'm just a TTD nut who can't get enough, and I've been so annoyed with the program at times that I just decided to fix it myself. I think I've been successful, but see for yourself. 1.2 Copyright and Copying ========================= This program and the accompanying documentation are Copyright (C) 1999-2003 by Josef Drexler. TTDPatch is distributed under the terms of the GNU general public license (GPL). For more information please read the GNU GPL page (http://www.fsf.org/copyleft/). A copy of the license should have come with the program in the file `COPYING', if not please read the license (http://www.fsf.org/copyleft/gpl.html). In particular, the standard warranty disclaimer applies: BECAUSE THE PROGRAM IS SUPPLIED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. The same things in English: * I own it (mostly*). It's mine. Muahahaha! (But I let you use it too.) * I can't guarantee that it works, or that it works correctly. * If it breaks, it's your fault. But you do get to keep both pieces. * If it breaks something else, it's your fault too. * You can give it to your friends, or anyone else you wish, as long as you credit to whom credit is due. * You are free to offer the program on your web page. All I ask for is that you give a link back to mine, so that your visitors can be sure that they have the latest version, and please mention that the program was made by Josef Drexler. * Don't complain to Microprose about any of this. They can't help you. *) Note that other people have contributed code and graphics, and they generally own their contributions themselves. 1.3 Cheat Disclaimer ==================== This program is a cheat program. It will enable you to do things that are not possible in the standard Transport Tycoon Deluxe. If you think your enjoyment of the game might be reduced by using cheats, you should not use this program. Personally, I like TTD much more with some of the more annoying things removed, and the missing things added. Any use of the sign cheat will mark your savegame permanently. If you intend to participate in a competition, you should not use them (unless they are permitted), as this can easily be found out. The rest is more or less obvious to find out anyway. 1.4 Terminology and Notations ============================= This section aims to explain some words used in this manual, if they might be ambiguous or not obvious. Additionally, some of the notations are explained. DOS version The DOS version refers to the older version of TTD that runs in DOS, or in a DOS window. Even if it runs under Windows, it is still the DOS version of TTD. Windows version The Windows version is the more recent version of TTD. It is a native Windows application that uses DirectX to communicate with the graphics and sound hardware. Station A station is either a station complex or a station facility, depending on the context. Station complex Several station facilities connected together such that they form a single unit. A station complex can combine several different types of carriers. The name, ratings and goods waiting are always stated for the whole station complex, not for each individual facility. Station facility One of the parts that make up a station complex, it can be a train station, bus or truck terminal, airport, heliport or ship docks. Vehicle Any mobile unit that you can buy individually, i.e. train engines and wagons, road vehicles, aircraft and ships. Carrier A vehicle or consist that is able to transport a certain type of cargo, e.g. planes can be both passenger and mail carriers. Engine The powered vehicle(s) present in every consist. For trains the engine refers to only the train engine(s) without the wagons, for all others it refers to the vehicle itself. Consist An operational set of vehicles that are given commands together. It refers to the entire train including engine and wagons, or the bus, truck, aircraft or ship. See also carrier. Some additional clarifications: A road, air, or water consist is a single vehicle that functions as both engine and carrier. A rail consist is multiple vehicles including an engine and at least one carrier. Some engines are made of two vehicles and some engines are also carriers. Option An option is specified on TTDPatch's command line, to either select what patches should be applied (see switch) or to otherwise control how TTDPatch runs. Patch A patch is a modification of TTD's behaviour, through TTDPatch. Can be activated using a switch. Switch A switch is an option that selects what patches TTDPatch should apply. It can be specified either as an option on the command line, or as an entry in the configuration file. Definition of notations: Angle brackets are placeholders, to be replaced by the actual data of your choice. For example, the "Year" sign cheat is defined as Cht: Year . This means that you should replace with the number of the year, e.g. Cht: Year 2034. [square brackets] Square brackets indicate an optional component. For example, the "tracks" sign cheat is defined as Cht: []. This means that is mandatory and must always be specified, but [] is optional. As a result, both Cht: 1 and Cht: 1 2 are valid examples of the track cheat. 1.5 Contributors ================ Code Contributions ------------------ (In order of appearance.) Josef Drexler Josef is the main author of TTDPatch. He started the project in 1996 and made it public in May 1999. He's working on it whenever he has spare time, and wrote a large chunk of the code. If a feature is not credited to someone else, it was written by Josef. He also maintains this manual, and the ttdpatch.net website. Marcin Grzegorczyk Marcin joined Josef in the development of TTDPatch in 2000 and is the other major contributor to the patch. He fixed a lot of the bugs in Josef's code, and developed the following features: rvqueueing, Plane crash control, most of the "generalfixes", city bridge removal, signalwaittimes, disaster selection, forceautorenew, morenews, unifiedmaglev, newbridgespeeds, signalsontrafficside, electrifiedrailway, errorpopuptime, all new town growth switches, most of the miscmods, saveextradata, Enhanced keyboard handler, euro, buildonslopes, buildoncoasts Norman Rasmussen Norman wrote the Windows 2000/XP compatibility code, and `dxmci.dll' to make TTD use DirectMusic for playing the music. Oskar Eisemuth Oskar joined the team in March 2003, and has been busily adding new features to the patch. He wrote morebuildoptions, morehotkeys, enhancegui Csaba Varga Csaba joined in April 2003, and has also contributed a number of new features since then. He wrote plantmanytrees, morecurrencies, manualconvert, newagerating, fastwagonsell, newrvcrash, stableindustry Graphics and other Tools ------------------------ Michael Blunck Michael designed and drew the new graphics distributed with the patch. Jakub "SHADOW-XIII" Go'recki SHADOW-XIII wrote the TTDPatch Starter, a program to choose your switches and write the TTDPatch configuration file and run either TTD or TTDPatch. He also wrote the GRF Manager, which simplies working with the new graphics. Andre's Zso"go"n Andre's wrote the TTDPatch Configurator, also a program that allows you to choose the TTDPatch switches and write a configuration file, as well as run TTD and TTDPatch. In addition, he wrote the GRF Wizard which simplifies working with GRFCodec. Translations ------------ The following people have translated TTDPatch: Language Translator Czech Mirek Duda Danish Kenneth Vestergaard Schmidt (up to 1.6), Rune Baszkiewicz (from 2.0) Dutch Remon Pel (up to 1.6), Jan Willem van Dormolen (from 1.7) English Josef Drexler Finnish Vesku (up to 1.6) French Re'mi Denis Courmont (up to 1.6), Edo (from 1.8.1) German Josef Drexler Hungarian Gyo"rgy "Saiyan" Mu"ller Italian Jack VanderCloud (up to 1.6), Lorenzo F. (from 1.8.1) Norwegian Hilanmo Terje (up to 1.6), Tor Inge Johannessen (from 1.9) Polish Marek Majkowski, SHADOW-XIII and Marcin Grzegorczyk Russian Yuri Burawtsow Spanish John Bernal 2 Usage ******* Overview 2.1 Where to get it The official homepage of TTDPatch and related sites. 2.2 Installation How to install TTDPatch. 2.3 Upgrading to a newer version What you need to do if you're upgrading TTDPatch from an earlier version. 2.4 Running it How to run TTDPatch. 2.5 Windows Version Differences between the DOS and Windows versions of TTD and TTDPatch. 2.6 Language Selection How to choose TTDPatch's language. 2.7 Configuration File The file that tells TTDPatch what patches it should apply. 2.8 Command Line How to specify the patches directly on the command line. 2.9 Multiplayer Games What to look out for when playing multiplayer games with TTDPatch. 2.1 Where to get it =================== The newest version of TTDPatch should always be available from the TTDPatch home page (http://www.ttdpatch.net/). If the page doesn't exist, it has probably moved. But even if or when it does, you should still be able to find it in the Transport Tycoon Webring (http://W.webring.com/hub?ring=ttweb&id=114&go). Because TTDPatch is distributed under the GPL, the source code is available too, at `http://www.ttdpatch.net/src/'. It can be compiled with free compilers, using NASM, OpenWatcom for the DOS version, GCC and various other tools from the GNU development suite. 2.2 Installation ================ * Download the right version (DOS or Windows), see section 4.10 * Unzip it into your TTD directory * [Optional] Set up the new graphics, see section 4.3 * Run TTDPatch To unzip the files you download, you can use Winzip (http://www.winzip.com/), the Info-Zip (http://www.info-zip.org/pub/infozip/) unzip program, PKZIP or any other program that knows how to handle `zip' files. Note that TTDPatch does not change any of TTD's files. You can write-protect the TTD executable to be sure. Instead, it will copy the old executable (either `ttdx.exe', `tycoon.exe' or `gamegfx.exe') to `ttdload(W).ovl', and modify this copy only. You can switch between TTDPatch and the regular TTD at any time, simply by choosing which program you run. `ttdpatch(W).exe' is for running with the patch, and the regular `ttdx.exe', `tycoon.exe' or `gamegfx.exe' for when you want the original TTD. However, savegames that are saved while certain switches are activated may be incompatible with versions not running this patch. This also applies to scenarios created with the scenario editor. Incompatible savegames may cause TTD to crash, so be careful when loading games saved with the patch into TTD. 2.3 Upgrading to a newer version ================================ If you had a copy of TTDPatch before, and are now upgrading to a newer one, there are a few things that you should pay attention to. The first one is that TTDPatch may ask you to delete `ttdload.ovl', because it has become outdated. This file will then be generated again the next time you run TTDPatch. It is generally a good idea to delete this file anyway. The second thing is that you probably want access to the new options, but they are not in your configuration file. To do this, start TTDPatch with the following command line: ttdpatch -W ttdpatch.cfg Alternatively, put the line writecfg ttdpatch.cfg as the last line of `ttdpatch.cfg'. Both ways will tell TTDPatch to read your current configuration from `ttdpatch.cfg', and write this configuration back, along with the new options. Then you can edit the new file, and change the options as you like. 2.4 Running it ============== To start TTD with the patches enabled, simply run `ttdpatch.exe'. At the first start, it will copy the old executable to `ttdload.ovl', patch it, and then run it. Additionally, it will create a configuration file if none exists already. These steps will be omitted after the first start. You now need to have 9 MB of free memory to run TTD, because of the possibly larger number of vehicles. This is true even if you don't use the `morevehicles' switch. However, with the new `lowmemory' option, you can reduce this requirement to 4 MB, at the expense of not being able to have as many vehicles or new graphics. If you are starting TTD from Windows 95, just change the shortcut command line to run `ttdpatch.exe' instead of `tycoon.exe' or `ttdx.exe', and append any of the options you would like to have. For the DOS version, you can pass any parameters to TTD, just add them at the end of the ttdpatch command line. This will in most cases be the path to the CD drive, if your TTD runs only with the CD in the drive. Example: D:\Games\TTD> ttdpatch -av E:\ will run ttdpatch will all switches enabled, and tell TTD to look for the CD in drive E:. For an explanation of all switches and options, please see section 2.8. Alternatively, you can set the CDPath directive in the configuration file to point to your CD drive, with the line CDPath E:\ in your `ttdpatch.cfg' file. 2.5 Windows Version =================== Recently, a Windows version of TTD has been released as part of the Tycoon Collection available from Hasbro. Since version 1.7, TTDPatch supports this Windows version too. There are few differences between the DOS and Windows versions of TTDPatch, and while this manual was written with the DOS version in mind, everything should work the same in the Windows version. The only differences are the file names: DOS Windows `ttdx.exe' `gamegfx.exe' (or `tycoon.exe') `ttdpatch.exe' `ttdpatchW.exe' `ttdload.ovl' `ttdloadW.ovl' `newgrf.cfg' `newgrfW.cfg' `ttdpatch.kbd' `ttdpatchW.kbd' The configuration file and options are the same for both versions, but some switches work only in either the DOS or the Windows version. In general, the files ending in a "W" are files for the Windows version, and the files without the "W" are for the DOS version. 2.6 Language Selection ====================== TTDPatch supports a variety of languages. Currently these languages are available: Czech, Danish, Dutch, English, Finnish, French, German, Hungarian, Italian, Norwegian, Polish, Russian and Spanish. TTDPatch will first try to automatically determine your language by asking the operating system. If you find that this doesn't work as intended, there is another way, for example if you want a different language than your operating system reports. Set either of the environment variables LANG or LANGUAGE to the language you want. If you select a language that TTDPatch doesn't support it will complain, but also tell you the list of languages it knows. For example, you can put the following line in the batch file which runs TTD, or even in `C:\autoexec.bat' if you like: SET LANG=dutch This would select the dutch language for the output of TTDPatch. 2.7 Configuration File ====================== The configuration file tells TTDPatch which of the patches you want to be enabled, and how. It is simply a list of the patches, followed by what you want it to do with this switch. If no configuration file is specified at the command line, that is, if there is no `-C' option, TTDPatch will read the default `ttdpatch.cfg'. You can specify several configuration files, and they will be read in the order you give them, but if you want TTDPatch to read `ttdpatch.cfg' _and_ your file, you have to specify _both_. To change the configuration, simply open the file in any text editor, like Notepad under Windows or Edit under DOS. The syntax of the configuration file is simple: all lines starting with a letter define the value of an option, all others are ignored. The line defining the option should have one of the following formats: servint 16000 servint = 16000 You can add more spaces, or in the second case take them out. There are three kinds of switches: on/off switches, switches with a value, and switches with bit settings. On/off switches For on/off switches (for example `trainrefit'), you can set them to any of `on, yes, y, 1' to turn them on, or `off, no, n, 0' to turn them off. Switches with values Switches with values, for example `servint', can be set to a value within the allowable range, or any of the above on/off values. If a switch should have a value but doesn't, the value is set to the default for that switch; if the given value is out of range, it is set to the nearest allowable value. You can turn a switch off by setting it to any of `off, no, n', but not 0 (unless 0 is not in the range for this particular switch). For example, `servint on' sets the new service interval to the default value of 16000 days, `servint 240' sets it to 240 days, and `servint off' turns the servint feature off. Bit switches Finally, switches with bit settings allow you to choose various settings of that switch. An example is the `morebuildoptions' switch. It has the following options, labelled (a) to (e): Bit Value Meaning (a) 0 1 Tunnels may cross (b) 1 2 Oil rigs and refineries may be built everywhere, not only near edges of map (c) 2 4 Allow multiple industries of the same type in one city (d) 3 8 Removal of statues, lighthouses and transmitters (e) 4 16 Removal of industries To find out how you specify the value for the `morebuildoptions' switch, you have two choices: * Use the "#101001" notation. Each number represents a bit, 1 meaning it is turned on, 0 meaning it is turned off. Note that it starts from the _highest_ bit. For morebuildoptions, it would be "#edcba" for the five options (e) down to (a). For example, to turn on (a), (d) and (e), you would use `morebuildoptions #11001'. * Add all the values you want, and use that for the option. For example, for having morebuildoptions bits (a), (d) and (e), you add their values: 1+8+16=25. Therefore, you would use `morebuildoptions 25'. You can also have TTDPatch write a customised configuration file with the `-W' switch. This useful for example to create a configuration file in your language, if it is supported. To convert `ttdpatch.cfg', simply run TTDPatch with ttdpatch -W ttdpatch.cfg Alternatively, put writecfg ttdpatch.cfg in your `ttdpatch.cfg'. The result of this is that the configuration file will be in the selected language (see section 2.6), and you can read and edit it easily. It will also automatically add options that were missing or misspelt in the original file. Since 1.8, the Windows version of TTDPatch converts all comments in the configuration file to the local Windows code page. If that code page does not support all characters used in the selected language, parts of the text may look wrong. To override this behavior, set the environment variable ACP ("ANSI Code Page") to the number of the code page you want. If you specify a code page that is not supported by the Windows installation you're using, no conversion will take place and thus comments will be written in the native DOS code page of the selected language. For example, to rewrite `ttdpatch.cfg' as `new.cfg' in Russian using the Windows Cyryllic code page, run the following three commands in order, from the command line: SET LANG=russian SET ACP=1251 ttdpatchw -W new.cfg (A simpler way to do it in Windows is to put these commands in a batch file and run it.) The DOS version of TTDPatch does not perform any code page conversions. 2.8 Command Line ================ The command line is an alternative way of selecting the patches. The format of the command line is TTDPatch [-C cfg-file] [options] [CD Path] [-W cfg-file] The options can start with either a `-' (dash) or `/' (slash), followed by the list of options. All options can have another `-' after them to turn them off, and if there's an option that takes a parameter, the next option will be used as that value. Each option is given by either a single letter, or by a capital "X" or "Y" followed by a letter, e.g. -abcXaXbYc. Note that all switches are case sensitive, and distinguish between upper case and lower case. Therefore, -g and -G are different switches. In addition to all the patch switches (see chapter 3), the following options control operation of TTDPatch: `-a' Turn on all patch switches except for "morevehicles" and "experimentalfeatures" `-h' Show a brief help summarizing all available options. Run `ttdpatch -h | more' if it scrolls by too fast. `-v' Before running TTD, display a brief summary of what switches are active `-C ' Select a different configuration file (see section 2.7) `-W ' Write current configuration to this file If the `-C' option is given, the specified configuration file will be read instead of the default `ttdpatch.cfg'. You can use several configuration files by having multiple `-C' switches, they will be read in the order you supply them. In addition, if you have given a CD Path, if will be passed to TTD and tell it where it should go looking for the CD. (This only applies to the DOS version.) Some switches don't have associated short command line switches, for example the many switches that control town growth rate calculation (see section 3.52). However, you can use a so-called `long switch', which is two dashes followed by the full switch name, for example `--towngrowthratemin=50' or `--trainrefit on'. This is not as useful for the DOS version, which has a limit of 127 characters for the command line, but the Windows version has no such limit (although the command interpreter `COMMAND.COM' does, so under Windows 95/98/Me you may have to use an external tool to specify many long switches). And finally, after you have set all your switches the way you like them, you can tell TTDPatch to write them to your own configuration file (or `ttdpatch.cfg' for that matter) by using the `-W' switch. With this, TTDPatch will create a commented file that has all the switches set as they are when the `-W' is encountered on the command line. If you need a short reminder of all options, run `ttdpatch -h' which will show a short summary of all command line switches. If it's too much to fit on your screen, try `ttdpatch -h|more'. A few examples to explain how the command line works: ttdpatch -an- -i 90 -v will start TTDPatch will all switches enabled (`a') except for the new non-stop handling (`n-') which is turned off. The default service interval is set to 90 days (`-i 90'), and before running TTD, all switches will be displayed to verify they are the way you want (`-v'). ttdpatch -C mycfg.cfg will use the file `mycfg.cfg' instead of the default `ttdpatch.cfg' to set the patches. ttdpatch -C mycfg.cfg -f- -W mycfg.cfg This will read `mycfg.cfg', disable train refitting, and write the new configuration back to `mycfg.cfg' and then run TTD. 2.9 Multiplayer Games ===================== One of the more fun aspects of TTD is playing a multiplayer game against an actual human opponent, which is a nice change from the brain-damaged computer players. Now the question is, how does this work with TTDPatch? For the most part, TTDPatch works well in network games if you pay attention to these issues: * Both versions of TTDPatch must be identical. * Both configurations of TTDPatch must be identical * Some options of TTDPatch may be unsafe in multiplayer games * Multiplayer mode is very unstable under Windows 2000/XP In practice, it's easiest to set up TTDPatch on one of the computers, and then copy both the `ttdpatch.exe' and `ttdpatch.cfg' files (and also `newgrf.cfg' and all the new `.grf' files, if you use them) to the other computer without changing them. If both copies aren't exactly the same, it's very likely that the multiplayer game will become desynchronised, and basically split into two separate games that are not linked anymore (and playing a desynchronised game will very likely lead to a crash). There are few switches (listed below) that may work even if they're not set identically on each computer, though. Note that under Windows 2000/XP, the game may become desynchronized much faster than under other operating systems. The cause of this is not clear, and therefore it is difficult to fix. However, the Tools page on the TTDPatch site (http://www.ttdpatch.net/tools.html) has a program called `sv2flip' which may help in resynchronizing savegames. Additionally, it is impossible to use most of the patches that require the `Ctrl' key, because this key cannot be transmitted via the networking protocol TTD uses, and therefore two different things would happen on the two computers. Therefore TTDPatch should not even recognize the `Ctrl' key in multiplayer mode (and if it does, it's a bug). The only exception to this is using the `Ctrl' key for selecting the station size when placing a new station. Here is tentative list of which switches do, and which do not work in multiplayer, supplied by Marcin Grzegorczyk. It is based mostly on a crude analysis of the internal working of TTD's multiplayer mode (and a few tests), but since I've never tried it myself I can't vouch for the correctness. Peruse at your own risk... Switches that do not affect the way TTD works, and are therefore 100% safe: forcerebuildovl, verbose Switches that _might_ work right even if they're set differently on each machine (they only apply to the local player): diskmenu, enhancegui, errorpopuptime, keepsmallairport, morecurrencies, morehotkeys, morenews, moretownstats, moveerrorpopup, showfulldate, showspeed, signalsontrafficside Switches that _should_ work well, as long as they're set identically on both machines: autorenew, bribe, bridgespeedlimits, buildoncoasts, buildonslopes, cheatscost, curves, disasters, electrifiedrailway, enginespersist, eternalgame, extradynamite, forceautorenew, fullloadany, generalfixes, gradualloading, largertowns, largestations, loadallgraphics, loadtime, longbridges, lowmemory, mammothtrains, miscmods, moreairports, morevehicles, mountains, newagerating, newplanes, newrvcrash, newrvs, newships, newtrains, noinflation, nonstop, officefood, planecrashcontrol, planes, planespeed, presignals, roadvehs, rvqueueing, saveoptionaldata, selectgoods, semaphores, servint, ships, signal1waittime, signal2waittime, spread, stableindustry, startyear, tgr*, towngrowth*, townminpopulation*, trains, unifiedmaglev, win2k Switches that may or may not work right, it's difficult to tell since they're complicated: aiboost, experimentalfeatures, extpresignals, feederservice, gotodepot, manualconvert, morebuildoptions, multihead, plantmanytrees, signcheats, tracktypecostdiff, trainrefit Switches that do not work (because of the lack of the `Ctrl' key) and should have no effect: debtmax, fastwagonsell Switches that do not currently work, but might be fixed someday: subsidiaries (although "Cht: PlayerID" should work fine) Marcin was not able to test the above thoroughly, some switches may still cause crashes or loss of synchronization. Also, some switches offer multiple features, of which one may work right while another doesn't. All feedback welcome, please submit corrections or additions if you can! 3 The Patches ************* Overview 3.1 Train Refitting Enable the refitting of trains in depots 3.2 New Default Service Interval Set default service interval for new engines to the given number of days. 3.3 New Non-stop Handling Trains do not stop at stations where ``non-stop'' is selected 3.4 Sign Cheats Enable the sign cheats. 3.5 Increased Number of Vehicles Allow more vehicles in the game. 3.6 New Curve and Mountain Handling Make trains faster on mountains and in curves with realistic acceleration. 3.7 More consists Allow more than 80 trains, planes, road vehicles and ships. 3.8 Larger Station Spread Allow a station complex to occupy a larger area. 3.9 Longer Stations/More Platforms Makes it possible to build train stations with a maximum size of 7x7 3.10 New load/unload time calculation A more realistic calculation of load/unload time. 3.11 Mammoth Trains Attach up to 126 wagons to a train. 3.12 Pre-signals An improved signalling technique for very efficient networks and stations 3.13 Turn off inflation All prices remain at the current level, applies to both costs and income. 3.14 Faster Debt Management Borrow or repay the maximum amount of debt with a single mouse click. 3.15 Persistent Engines Keep active engines in the purchase list. 3.16 Full load for any type of cargo The ``full load'' will be satisfied for any cargo type. 3.17 Selectable station cargo Choose what type of cargo should appear at a station. 3.18 Office towers accept food In the arctic and tropical climates, office towers will accept food. 3.19 Extra Dynamite Allow the removal of more city roads and bridges. 3.20 Keep Small Airports It will always be possible to build small airports. 3.21 Long Bridges Set the maximum length of a bridge to 127 squares. 3.22 AI Boost Increase the AI recursion depth. 3.23 Multi-headed Engines Buy additional engines for a train. 3.24 Road Vehicle Queueing Road vehicles wait at an occupied station. 3.25 Low Memory Version For computers with less memory. 3.26 General Fixes Many small improvements. 3.27 More Airports Build more than two airports per city. 3.28 Plane Crash Control Determine under what circumstances planes may crash. 3.29 Bribe Option Add a bribe option to the local authority menu. 3.30 Show Vehicle Speed In the vehicle window, show the current speed. 3.31 Autorenewal of old vehicles Automatically renew vehicles when they reach their maximum age. 3.32 Rebuild ttdpatch.ovl on every run Rebuilds `ttdpatch.ovl' even when it is valid. 3.33 Windows 2000/XP compatibility Makes the Windows version of TTD compatible with Windows 2000/XP. 3.34 Load Entry in the Disk Menu Adds a ``load game'' option to the in-game disk menu. 3.35 Feeder Service Allows feeder service operation: unload cargo at a station that would accept them 3.36 Go To Depot Add depots to vehicle orders 3.37 New Vehicle Graphics Enable new graphics for vehicles and new vehicle models 3.38 Subsidiaries Manage subsidiary companies 3.39 Move Error Popups Move red error popup windows into a corner 3.40 Gradual Loading Gradually load and unload vehicles 3.41 Disaster selection Select which disasters may occur 3.42 Signal wait times Adjust the time a train waits at a red signal 3.43 More news items Generate news items for more events 3.44 Unified Maglev Unifies the monorail and maglev track systems 3.45 Bridge Speed Limits Raise speeds limits for the two fastest maglev bridge types 3.46 Eternal Game Allows you to play forever, time never stops 3.47 Show Full Date Always show the full date, not only when paused 3.48 Signals on Road Traffic Side Always display rail signals on the side road vehicles drive on 3.49 Electrified Railways Enable the electrified track system 3.50 New Starting Year Choose the starting year for new games 3.51 Error Popup Time Set the time an error popup is displayed 3.52 New Town Growth Switches Control how towns grow 3.53 Miscellaneous Modifications Modify some aspects of the generalfixes and other switches 3.54 Save Optional Data Store additional information in savegames 3.55 More Build Options More freedom when building and removing industries and other objects 3.56 Semaphore Signals Show semaphore signals before 1975 3.57 Plant Many Trees Plant a rectangular area of trees 3.58 More Hotkeys Enable hot keys for all tools in the rail and road construction menus and for general actions 3.59 More Currencies and Euro Enable selection of more currencies and introduce the Euro in 2002 3.60 Manual Track Conversion Replace tracks with a different type by simply building over them 3.61 Enhanced Graphical User Interface Enhance the graphical user interface inside TTD 3.62 More Town Statistics Show statistics about cargo delivered to towns as well 3.63 New Wagon Age Rating New calculation of station ratings for aging wagons 3.64 Build on Slopes Build more items on sloped tiles 3.65 Experimental Features Enable experimental features of the patch 3.66 Track Type Cost Differences Make different types of track cost differently 3.67 New Plane Speed Make planes have the correct speed in the game 3.68 Build on Coasts Build on coasts without having to bulldoze the water manually 3.69 Sell Entire Trains Sell entire trains by selling the engine with Ctrl 3.70 New Road Vehicle Crashes Choose what happens when trains and road vehicles collide 3.71 Stable Industries Industries never close down when stable economy is selected This chapter contains a detailed description of each patch. At the beginning of each section is a line with the configuration file directive for that switch, followed by the corresponding command line option. 3.1 Train Refitting =================== trainrefit, -f Since a few of the train engines come with a passenger or mail compartment, they were not very useful for other types of cargo because the "Full Load" switch could not be used. This has changed now with the fullloadany switch, but even so, train refitting may still make sense. By enabling Train Refitting, you can now refit those engines just like planes to carry whatever cargo you choose. Only mail and oil are not an option yet, just like with the planes. (This might change in the future). If enabled, it replaces the "Reverse Train" button with a "Refit Train" button whenever the train window is opened while the train is in a depot, but only for those engines that really have a cargo capacity. For all others, there is no change. In order to reverse the direction of a train instead of refitting it, just open the window while the train is not in a depot, where the direction cannot be reversed anyway. The status of this button does not change until the window is closed and opened again, even if the train leaves the depot. Refitting is permanent, and stays even after the option is disabled, until the engine is sold or refitted again. 3.2 New Default Service Interval ================================ servint, -i If you think that the train behaviour is annoying when it comes to service, because they keep going the wrong way looking for a depot, just set "Vehicle Breakdowns" to "None" in the difficulty settings in TTD, and enable this option. This will set the default service interval to 50 years, and no train will ever try to enter a depot again. You might also want to have a look at the Cht: ServInt sign cheat (see section 3.4). You can give a different number to set all default intervals to 90 days for example, if you'd rather have them go to the depot more often. Note that this only works for new engines that are bought while the switch is enabled. Use the sign cheat to modify already existing engines. An alternative solution is to use the `gotodepot' switch; see section 3.36. 3.3 New Non-stop Handling ========================= nonstop, -n In order to get around the problem of trains not finding their correct routes in an elaborate network, it is useful to give them various "way points" or "checkpoints" along the route. These way points are dummy 1x1 or 2x1 stations that are then put on the train's schedule. That way you can force a train to take a certain path, when it would normally take a different, probably longer route. The disadvantage is that normally these checkpoints have to be as long as the train to be efficient, and the train stops at them, which introduces an unnecessary delay. By using this switch, you can now include these checkpoints in the route, and set them to non-stop. That way, the train will travel to them, but never stop or even just slow down, and will instead continue at its full speed. This even works if the checkpoint is only a single square large. All stations without "non-stop" will behave as if they had the original "non-stop" set, i.e. the train will stop only at stations on its command list and none it encounters along the way. This will apply for all trains, so do not use this if you have many routes which make use of the "non-stop" flag, because you will have to remove that flag from all those trains, or if you want your trains to stop at intermediate stations as well and don't want to change all the commands. Note that there are two sign cheats, Cht: AllNonStop and Cht: NoNonStop which can be used to modify the schedules of all your trains if you decide to start (or stop) using this switch. With this switch, the regular TTD title screen will break, because the monorail train does not stop at two dummy stations on either side of the road. As a result, the road vehicles won't stop in time and there will be collisions. To fix this, you can download an improved title screen from the Tools page of the TTDPatch website. 3.4 Sign Cheats =============== signcheats, -s cheatscost, -Xo Sign cheats are a number of new in-game cheats which are activated by placing a sign and naming it Cht: . If the cheat was successful, the sign name will show a tick mark at the end, otherwise it will show an X mark. Instead of the colon `:' you may also use a semi-colon `;' to accomodate players of the French DOS version which cannot generate a colon because of the keyboard mapping. For a verbose description of the sign cheats, please see section 4.1. Normally, the sign cheats do not cost anything, and can be used at any time. With the cheatscost option however, some of the cheats (at this time, only "Tracks", "Renew" and "PlantTrees") will cost the appropriate amount of money. In that case, you can append a question mark to the cheat, in order to see how much it will cost before actually using the sign cheat. For example Cht: Tracks 2 ? will tell you how much it would cost to convert your tracks to Maglev technology. Once a sign has been placed and activated, i.e. if it has the tick mark or X, you can immediately remove or rename it again, the cheat will still remain active. A note to international players: The English DOS versions of TTD use a `QWERTY' keyboard even if your local keyboard layout is different. If you have trouble finding the ``:'' key, it's to the right of the `L' key. Press shift and the key right to the `L', and there you go! It may also swap some keys, depending on your local layout. If many cases, `y' and `z' will be swapped. So please check if what you've typed is what appears in the sign name. 3.5 Increased Number of Vehicles ================================ morevehicles, -x In many games, it is easy to reach the maximum number of vehicles at 850. And 160 of these are reserved for other animated objects and steam or smoke plumes, so that the remaining 690 vehicles have to be shared by all human and computer players. And planes even count twice, because they carry both passengers and mail. (Helicopters count as three vehicles, because their rotor is also a vehicle...) This means that it is easy to run out of vehicles in games with many opponents. This switch enables you to increase that maximum number, to more than 40,000 if you like. If you consider that there are only 65,536 squares in the map, it's obvious that this is more than enough. Vehicle memory is allocated in blocks of 850, and you specify the number of these blocks as a parameter to morevehicles. For example, morevehicles 2 allows you to have 2 times 690 vehicles, or 1380 vehicles, plus 320 reserved vehicles. Giving a factor of "1" is the same as not specifying this switch at all, and the maximum factor you can give is 40. It is usually best to leave this switch set to a value _as small as possible_. Don't set it to 40 right away! Only increase the factor when you actually run out of vehicles. The reason for this is that this switch is not easily reversible, as opposed to all the other switches, and it will also slow down the game significantly if you use factors larger than 10. Once a game has been saved with this switch set to a particular number, it should only be loaded with this switch set to the same (or a higher) number. Games saved with an increased number of vehicles will also get a slightly different filename. Normally, your savegames are of the form `TRT00.SV1', with morevehicles set they will instead be `TRP00.SV1'. This will prevent them from being loaded by plain, unpatched TTD which would crash anyway. It is always possible to load a smaller number of vehicles, so your old savegames can still be loaded. The program will simply fill the array with unused slots. However, if you load a game that had the morevehicles swtich set to a larger number than it is set to now, the patch may have to remove some vehicles in order to load the game. In that case, you will get a warning message that tells you how many vehicles had to be removed. The game will be paused immediately, so that you have a chance to check the game for missing vehicles before resuming to play. Note that if any special objects or special vehicles were removed, you must check your game, whether it had a zeppelin crashed on an airport, or a UFO landed and waiting for a military plane or helicopter. In that case, the zeppelin or the military vehicles may have been removed, which leaves your airport blocked forever, and the UFO will never get shot down. Otherwise, the removal of special objects is generally safe, and means you will lose some steam plumes, diesel smokes or electric sparks, as well as the steam coming out of some power plants. In that case, you might want to remove and replace the power plant in the scenario editor. All in all, this switch is pretty powerful, but also somewhat tricky to use. Experiment at your own risk, and keep backup copies of the original games if they are important to you. 3.6 New Curve and Mountain Handling =================================== curves, -c mountains, -m TTD does not take into account the differences in the various train technologies. For example, the real Maglev trains do not have the same problems in curves and on hills as the traditional trains do; they can have a much smaller curve radius or pass the same curve at a much higher speed. When travelling across hills, they can have more power than on flat land, so that their speed decrease is often negligible. This is why I created this switch to correct that. In fact, this is why I started making TTDPatch, because otherwise you need too many bridges and tunnels and other normally unnecessary stuff to create an efficient network. It also circumvents another bug, namely that there can be no signals inside tunnels. This makes larger tunnels rather useless, because it interrupts the flow of trains that have to wait until a train has completely left a tunnel. Thus, one has to either level the mountain (if there's no way around) which is ugly and costly, or lay the tracks on top of the mountain, which considerably slows down the trains as well. Until now that is, because now you can set it so that trains have no disadvantage when going over the mountain. This switch also allows you to enable realistic acceleration of trains. Regular TTD uses a constant acceleration of trains, which is not realistic. In reality, acceleration of trains decreases with their speed. This switch can make trains use a more realistic model of acceleration. For more info on how it works, please see section 4.5. The `mountain' and `curve' switches allow to select which type of trains will use a higher speed on mountains and in curves, and which ones use realistic acceleration. There are two steps of acceleration; the first one being simply higher speed and the second one doesn't slow down the train at all. This can be especially useful if you have many "clover-leaf" type crossings, where you have to have a few bridges. The argument to `mountain' and `curve' is a four-digit number, one digit for each of the four land-based vehicle types: railroad, monorail, maglev and road vehicles. For each, you specify one digit from 0 to 3 with the following meanings: * 0 means "normal", i.e. the regular TTD behaviour * 1 means "faster", the vehicles doesn't slow down as much on mountains and curves * 2 means "full speed", the vehicles move without slowing down at all * 3 means "realistic", using a more realistic model for acceleration (see section 4.5). For example, you might specify `mountains 3320', which means: railroad and monorail are realistic (3), maglev is "full speed" (2) and road vehicles are normal (0). If the `electrifiedrailway' switch is on (see section 3.49), the meaning of the argument slightly changes: the second digit controls electrified railroad instead of monorail, and the third digit controls the combined monorail/maglev system. For curves, setting 3 ("realistic") is implemented by limiting the speed of trains in a curve. It's slower the more curving segments the train is on currently. For road vehicles, the speed is limited to 75% of the top speed. Note that if you're using realistic train acceleration, it is possible to make a train that is too heavy. If the engine is not powerful enough to overcome the initial friction, the train will not be able to leave the depot. What's even worse is that the engine may be powerful enough for an empty train, but as soon as the train is full, the increased weight may mean that it'll be unable to leave the station. In addition, it may happen that a train gets stuck on a mountain, again because the engine is not powerful to pull the train's weight uphill. If this happens, you will either have to remove some waggons, or add more heads to the train using the multihead feature. Note that if the engine is too weak to move the train at all, it will still be able to move exceptionally slowly. This will allow you to send it to a depot to rearrange the train even if it really shouldn't be able to move at all. Finally, note that realistic acceleration assumes trains propelled by wheels. That means it's not appropriate for maglev systems, for which you should use either the "faster" or "fastest" settings. 3.7 More consists ================= planes, -p roadvehs, -r ships, -b trains, -t The total number of trains and road vehicles allowed per company in one game is arbitrarily limited to 80, ships to 50 and planes to 40. These limits are "soft" limits, meaning that they are enforced by counting the trains and making sure you don't have too many. The "hard" limit is 255-15=240, which cannot be exceeded because of the way consists are numbered. The soft limit is probably only there for performance reasons, or maybe a silly design decision. With this switch, each company can have up to 240 trains, planes, ships and road vehicles of its own. Note that the total number of schedule orders is not increased, nor is the total number of customised consist names. There can in total only be 5000 orders, which in the default configuration translates to 20 orders per consist. However, if you set all limits to 240, you can on average only have about 5 orders per consist, including the "End of orders" markers. An individual consist can have up to 25, but then some have to have less than 5. The game will not allow to have more, so that you might run out of orders instead of trains. The same limit applies to the consist names, but it is not as important, unless you can't live without your trains all having their own name. The maximum total number of custom strings is 500; this includes manager's name, company name, custom vehicle type names, signs etc. This switch is reversible, and only applies to new vehicles. If you turn it off while you have 150 trains, you will still be able to keep those, but you won't be able to buy any new ones. Note that on the command line you can specify the values for all switches at once using -trpb 240 for example. 3.8 Larger Station Spread ========================= spread, -e Use this to get rid of that pesky "Station too spread out" message. Usually the maximum distance between any part of a station is 11 squares, which can be too small if you try to combine a large airport with a large train station (especially an extended one). A more useful number is 20 for example, and the upper limit is 255, which is the size of the world, to make it work just like in the original TT. This also makes it possible to have several detached station facilities, by "walking" them away from the main terminal. For example, you could build a train station, and attach a bus station. Then, you attach a truck loading bay to the bus station, away from the train station. When you now remove the bus station, your station will be in two separate pieces. The next step is to place the bus station on the opposite side of the truck loading bay, and repeat this process for as long as you like. Then, you can build an airport that belongs to the same station as the train terminal, but is in fact many squares away from it. 3.9 Longer Stations/More Platforms ================================== largestations, -l When you use this, you don't have to bulldoze stations anymore to add extra tracks. Just select the same platform length, move your cursor with the new platforms next to the old station, and place them. That way you can even get up to 7 platforms. The length can also be increased, to up to 7 squares length, using the same process, but choose the same number of platforms and the additional length, to get platforms up to 7 squares long. Note that you should also turn on the section 3.61 feature to be able to directly select longer and more platforms. Without the enhanced GUI, you can have a full size station of 7x7 squares by holding down the `Ctrl' key when clicking on the number of platforms or their length. Note that it _looks_ like the wrong button has been pressed, but that's because larger numbers can't be displayed without the enhanced GUI. Simply look at the station's footprint before you place it to make sure that it is the desired size. Because the added parts will look as if they were placed alone, the station design is now up to you. You can have a two-platform station that looks like two one-platform stations, or alternate roofed and non-roofed sections, if you like that. Just alternate between adding 1 and 2 platforms to the station to get this. And most importantly, this allows you to have different kinds of trains in one station. Just add a platform of a different type to have railroad, monorail and maglev platforms in a single station. Note that if either the platform length is different, or the total number of tracks would be greater than 7, or the position doesn't match then you will see the old message "Too close to train station", not a more appropriate message. 3.10 New load/unload time calculation ===================================== loadtime, -q (Note that this switch has been mostly superceded by the gradual loading feature, see section 3.40.) In the original algorithm used to calculate how much time a trains spends in getting loaded/unloaded, there are two major bugs. First, while loading time depends only on the _amount_ of cargo, unloading depends on the _type_ of cargo as well. Passengers will be unloaded instantly, while valuables will take forever. This does not make sense, it must be a bug. Second, this time is multiplied by the number of cars sticking out of the station. If there are four cars sticking out, you'd have to wait five times as long, which doesn't make any sense either. In this improved calculation, unloading time is again based on the amount of cargo and takes the same time as loading it. The bigger change though, is that the program assumes that for example a length four station can serve up to eight cars at the same time. This would mean that the time it takes to load/unload two cars is the same as for four or eight cars. This makes sense, because why would you want to build a large station if it can't effectively handle more than one car at the same time? Also, the problem with cars sticking out is alleviated in two ways. The reasonable assumption behind them is the following: the train enters the station and gets as many cars loaded/unloaded as possible in one go. The engine will in most cases not be a part of this and can be ignored because it doesn't carry any cargo. If not all cars were able to fit in the station, the train will move the next set of cars in and have those unloaded. This will continue until the train is done. A short summary: * Engines don't count if they don't carry any cargo * First part of cargo gets loaded, and the time is independent of number of cars involved * If there are more cars than station can handle, the second set is loaded, and takes the same time * If there are still some cars left, those get loaded, and so on until everything is loaded. To make it even clearer, here is a list for a length three station which can handle up to six cars at the same time. The engine is assumed not to be a cargo-carrying engine: Train Load/unload time (arbitrary units) length Eng.+1 car 1 Eng.+5 1 cars Eng.+6 1 cars Eng.+7 2 cars Eng.+11 2 cars Eng.+12 2 cars Eng.+13 3 cars Eng.+18 3 cars Eng.+19 4 cars and so on... I find this to be a very reasonable calculation that makes sense and is realistic. If you don't, then you can always turn it off. The unit time depends only on the average amount of cargo in each car. For example, if all cars are only half full (on average), it will only take half as much time. However, the time it takes now for one single car is longer than previously. This switch was not meant to speed up loading/unloading but rather make it more sensible. "1" load time here is approximately the time it previously took to load six to eight cars. 3.11 Mammoth Trains =================== mammothtrains, -z If you use this switch, there is no real limit to how many cars your trains can have. Well, there is a limit, but 127 cars is just so much that it won't matter. Really. Trust me. Especially since it would take ages to buy such a train... This is meant to be able to fully use length five (or seven) stations with the above switch. Now you can have a double-headed engine _and_ ten cars and still load it without penalty. If you intend to buy really long trains, you should really enable the improved load time calculation or the train will be in the station _forever_. You will still only see a limited number of cars in the depot. With `enhancegui' (section 3.61) you'll see 14 or 18 wagons and engines, depending on the setting. Without `enhancegui', you'll see ten wagons as usual. This means that if you want to rearrange your train, you'll have to work in reverse, adding cars at the front of the trains. The depot also behaves slightly different, because when a new train only used to attach at most nine cars to it, now it will take all that are available (up to 127). This means that you shouldn't try to upgrade two trains at the same time, because one of them might get all the cars which could cause a headache. Another thing is that this can make the layout process of a station very challenging. Even though you may not get a penalty (or at least not as much) for a bit of train sticking out of the station, the cars will still be there and block tracks and cause signals to remain red. If you don't leave enough space at the entrance of a station, there will be a major traffic jam. And, most importantly, if you have a _really_ long train, try not to make it go atop any mountains. Although, surprisingly, even a fully loaded 126 car train, at a total weight of around 7000 tons, made it. It was only moving with a few MPH, but it's still amazing (and not very realistic) that it made it eventually. However, if you're using realistic train acceleration, it is possible to make a train that is too heavy and will take ages to move (see section 3.6). So, I suggest you don't go over about 20 cars or so, except maybe for a bit of fun. You can even make a train go through itself without crashing... 3.12 Pre-signals ================ presignals, -w extpresignals, -Xw These switches introduce a new type of signal to TTD, the "pre-signal." This signal is in some sense similar to an advance signal, but it's not quite the same. For a detailed description of how pre-signals work and in what cases they are useful, please see section 4.2. Note that you need to load `signals.grf' to be able to distinguish pre-signals from regular signals. See section 4.3 for more details. The idea of pre-signals is quite simple: a pre-signal shows a green light if, and only if, one of the exit signals from the block behind it shows a green light. This means that trains will only enter the pre-signal block if there is a green exit. As a result, the block will only be entered for short times and trains will leave it immediately, allowing for a very efficient layout. This is particularly useful for station entrances, but can also be applied in other cases. The presignals switch activates _automatic_ pre-signal configurations. Using this options, your signals will be converted to pre-signals and pre-signal exits whenever a train enters a block that qualifies as an automatic pre-signal block. For a definition of what this needs to look like, please see section 4.2. Whenever you modify the block (i.e. add rails, remove them, etc.), the automatic signals will revert to regular signals. Note that in no case will your manual settings (see below) be modified. With extpresignals, you will be able to _manually_ modify each signal, and force it to be either a pre-signal or a plain signal, no matter whether it is in a valid automatic pre-signal block. The way to change them is the same as switching between one-way and two-way signals, but you hold down the `Ctrl' key while doing so. That is, you select the "buy signal" option from the railway menu, press the `Ctrl' key, and click on the signal you want to change. Its appearance should change as a result, and you can verify the setting by using the query tool. You can also remove your manual selection by choosing "buy signal" and the bulldozer, and then clicking on the signal while holding `Ctrl'. In other words, you do as if you would remove a signal from the track, but with the `Ctrl' key pressed. You can also specify both options, in which case you will get automatic signals but can override them using the manual selection. Please read section 4.2 for a more detailed description of how pre-signals work and what types of setups are useful. 3.13 Turn off inflation ======================= noinflation, -I This switch turns off inflation. However, it only works from the point it was turned on into the future, and doesn't undo any previous inflation. Prices stay at their current amount, but they won't increase anymore. This affects everything, income, purchases and maintenance/running costs, and for all players too. Use this if you frequently have too much money, because without inflation you'll get much less money. Note that you still pay the same amount of interest, so now interest is much more important than if inflation is turned on. 3.14 Faster Debt Management =========================== debtmax, -L When borrowing or repaying a loan, you can hold down the `Ctrl' key to borrow/repay the maximum amount possible, as opposed to having to click the button 1001 times. This is only limited by the amount of cash you have or the maximum loan possible. 3.15 Persistent Engines ======================= enginespersist, -P There are some problems with engines becoming obsolete. For example, there are no more helicopters available after about 2030 so heliports become obsolete too, or you might want to have a particular engine even though there are newer ones, maybe because it is relatively cheap but sufficient for a certain purpose. Or perhaps you want to be able to buy steam engines in 2000, which would cruise along scenic mountain ranges... (thanks to Wolfgang Preiss for that idea!) What this patch does is not to let any engines in use become obsolete. Any engine that exists in the game can always be purchased. With this and Cht: Year, you can basically continue a savegame playing forever. Also, the reliability remains at the peak, with the reasonable assumption that if you still have it, you'll also have some engineers who know how to repair it, right? An engine doesn't just get less reliable because it has been designed a hundred years ago. It might not be up to par in all the specifications, but why should it suddenly start to deteriorate even if you just bought it? Only after the last of its kind have been sold will it start to deteriorate, and eventually disappear, because nobody knows how to build and properly repair them anymore. If you really want to hang on to some engine, make sure you always have one in stock, maybe in a depot somewhere. It just needs to exist, it doesn't have to run at all. This patch will also re-enable the purchases of engines that you still have but can't buy anymore. 3.16 Full load for any type of cargo ==================================== fullloadany, -F Basically fixing the same problem as the train refit option does, this makes full load behave a bit differently. Instead of waiting for every car to be full, now if there's any type of cargo that's full will mean that the train leaves the station. So, if you have a train that transports passengers, mail and valuables, you can set it to full load and it will leave when any of those reach their maximum capacities. This also works for planes, so that they leave when either mail or passenger compartments are full. However, it is no longer possible to enforce a complete full load for mixed cargo trains. 3.17 Selectable station cargo ============================= selectgoods, -G Sometimes you may want to build two stations at a busy factory, one for deliveries of steel etc. and one to pick up the goods. The problem is that normally goods will appear at both of the stations, making this setup rather useless. With this patch, no goods will appear until a carrier for that particular type of cargo has arrived. Think of the factory manager being very mistrusting. He won't send any cargo to your station until he's sure it'll be picked up, because he's afraid that it might spoil. This means that you have to prove your capabilities by showing him your carrier. So, if you just make sure that no goods trains ever enter your delivery station, you'll never see any goods there, and you won't get bad ratings for not picking them up. This is easier to do with the new non-stop handling, because that way no train will stop at the station if it isn't on the schedule. On the other hand, the pickup station will only ever see goods, even if there's a coal mine nearby, which might have its own station. However, if only a single train tries to pick up goods at the delivery, or coal at the goods station, they'll continue to appear forever, so be careful. The only way to reset this is by using the Cht: ResetStation cheat. 3.18 Office towers accept food ============================== officefood, -O In the tropic and arctic climates, the office towers by default accept passengers, mail and goods. This sometimes prevents a city from growing further, because it doesn't accept food at all. With this switch, all the office towers accept an amount of food that is calculated by (passengers+goods)/4, rounded down. So an office tower accepting 4/8 passengers and 1/8 goods would accept 1/8 food too. Note that this doesn't show up in the query tool, but it is taken into account when determining what a station will accept. 3.19 Extra Dynamite =================== extradynamite, -D This switch makes your dynamite more powerful. With it, you can remove more things from the map: * All of the city roads, even those that the city normally forbids you to destroy * City bridges, if your rating is at least "excellent" * Bridges and tunnels owned by nobody (which happens when they are built in the scenario editor) * Your company statues The "forbidden" roads are the ones that connect to more than one other piece of road, i.e. the middle piece in a longer street or intersections. You can also remove city bridges as well as bridges and tunnels owned by nobody else. You can remove the forbidden roads if your rating is at least "mediocre", otherwise the city will refuse to let you bring dynamite anywhere near the roads. Of course, going against the local authorities' wishes does not exactly endear you to them. In fact, your rating will go down by an amount equivalent to the removal of a few trees if you destroy a road that is not an end piece, and by even more if you destroy a city bridge. So you should only do this if you must, and try to remove as few forbidden roads as possible by carefully planning ahead what you want to tear down. 3.20 Keep Small Airports ======================== keepsmallairport, -k With this option, you can always build small airports, even if you don't have any planes that can land there anymore. But at least helicopters can land safely, and it can hold more helicopters than a heliport, as well as being able to service them in the hangar. Computer players do not get this benefit, because they aren't smart enough to use it properly. They'd build large planes and try to land them on small airports, causing an untold number of crashes. This option only applies to human players. Note: In versions of TTDPatch earlier than 2.0 this option affected computer players as well as human players. In the games saved with those versions, computer players will retain the ability to build small airports after 1960 until the end of a month, or forever if the year is already 2050 or later. 3.21 Long Bridges ================= longbridges, -B With this switch, it is possible to build bridges up to 127 squares long. At a steep price of course. This is possible for all bridges that could previously be built with a maximum length of 20. These are the wooden bridges, steel suspension bridges and the tubular steel bridge. The other bridges aren't extensible and keep their maximum length. 3.22 AI Boost ============= aiboost, -A This switch is deprecated, and does not work as intended. Do not use it. With this switch it is possible to try and make the AI (`artificial intelligence', i.e. computer players) slightly more intelligent. However it is currently of limited use, and large values (greater 5 or so) can make the game very sluggish, or in fact even stop it completely. Don't activate this unless you know that it can lock up the game. This works by modifying the so-called "recursion factor" in the game. This determines how far ahead a computer tries to look. However, the time spent doing this increases exponentially with that factor, and that's why you should be very cautious in increasing it. If a too large value is selected, it may easily happen that the computer stops responding, because a route evaluation is suddenly taking several hours when normally it would be done in a few milliseconds. And since these evaluations happen frequently, even reasonably small increases are noticeable in small, but frequent pauses. This switch is more of an experiment than it is useful, since any reasonable changes doesn't seem to affect the computers' stupidity, they still build they same brain-damaged routes no matter what you try. So, feel free to play with this switch, but don't expect any large effects to happen. 3.23 Multi-headed Engines ========================= multihead, -M This switch makes it possible to add extra engines to a train. This can be especially useful in the early game, or in mountainous terrain. The extra engines increase the total power available to accelerate the train, but of course they also add weight. This means that extra engines only make sense if they weigh much less than the total weight of the train, otherwise they are a waste of money. Another small benefit of additional engines is that they increase the maximum speed slightly, because there is some excess power available to accelerate the train to a higher speed. The first additional engine adds 20%, the next one 10%, and a third extra engines add another 5%. After that adding more engines will not increase the speed any more. The amount of this increase (in percent) is an option to the switch, the default is 35% in total. If you want the game to be more realistic, you should probably disable the speed increase using multihead 0. Otherwise, the parameter can be anything between 0 and 100, in which case the additional engines add 4/7, 2/7 and 1/7 of that amount, respectively. Now the big question is, how do you buy these additional engines? Here, the answer is once more the magic `Ctrl' key. Simply open a depot with a train in it, and select the engine to buy. Now, before you click on the "Purchase" button, hold down the `Ctrl' key, then click the button. This creates a new engine that behaves sort of like a carriage, in that you can place it anywhere on the train. If you have the train info window open, you can see how the train power and speed changes if you add or remove engines. A slight complication arises for the engines that normally come with two heads, like the Asiastar for example. In this case, when you buy an engine, you'll only buy a single one and not both. Then, using the `Ctrl' key, you can buy a second or even a third engine. Note that the maximum speed given in the purchase window is the one for a dual-engine train. This means that if you only buy one engine of the Asiastar, it will actually be slower than what is stated in the window. Only adding a second Asiastar engine will raise the maximum speed to the normal value. The `Ctrl' key also has another function. It selects which way an engine faces. If you move an engine around in the depot while holding down `Ctrl', it will face one way. If you move it without holding `Ctrl', it will face the other way. In multiplayer games, the `Ctrl' key doesn't work. Here, you buy additional heads if there is already an engine in the depot. This means that the first engine you buy is a regular one, all other engines are additional heads. You can therefore only have one train in a depot when buying engines, and to buy a new train, you must not have another train in the depot.. 3.24 Road Vehicle Queueing ========================== rvqueueing, -R Have you ever wondering why these stupid truck drivers just turn around when they arrive at a busy station? Why don't they just wait till it's their turn? In order to fix this behaviour, simply enable this switch. Now trucks (and buses) will wait at the entrance of the station, and enter the station as soon as a loading bay is available. This has two advantages. First, it means that the trucks don't go and run around in loops. Second, it makes a station much more orderly, and actually reduces the amount of traffic jams that occur at a station's entrance. This will also help you gauge how many trucks you need on a certain route. If too many trucks are waiting at a station, that means that you should remove some from this route. One problem with this is that vehicles may still "stack up" if they wait too long, making several vehicles occupy a single piece of the road. This might cause a traffic jam, and will also mess up the order in which they arrive at the station. To avoid this, make sure that you don't send too many vehicles to a loading loading bay or bus station. This patch was contributed by Marcin Grzegorczyk. 3.25 Low Memory Version ======================= lowmemory, -Z Using this option, it is now possible to run TTDPatch on computers that have as little as 4 MB of memory. Without it, TTDPatch needs at least 9 MB to run. The only disadvantage of this option is that it makes it impossible to load savegames with a larger vehicle factor than specified. You have to try how large a vehicle factor you can get, depending on how much memory you have, and how many new graphics you are loading. If you run out of memory, the game will not start. This option has no effect on the Windows version of TTDPatch. 3.26 General Fixes ================== generalfixes, -g This setting is a combination of many small patches. They are combined because there is only a limited supply of command line letters, so that things that are unlikely to be turned off by anyone are all included in this option. Here's what this option fixes in the current version of TTDPatch: Fixes contributed by Marcin Grzegorczyk: * Oilfield acceptance bug. In TTD, all oilfields should accept passengers and mail, however some don't, and this is fixed now. * Oilfield stations will be removed when the oil rig closes down, unless the station has other facilities. * Vehicle listing with more than 129 vehicles. It used to be impossible to select any vehicles with higher numbers, instead TTD was opening the vehicle window for the first vehicle. (Note, the same bug still exists in the depot train list, but who has more than 129 trains in a single depot?) * Airplane crashes no longer make one of the terminals unusable. * The "Play Scenario" option used to crash TTD if the loaded scenario contained running road vehicles. This is fixed now. (Such scenarios are now easy to create by importing saved games into the scenario editor; see section 3.34.) Note that although you may be able to change the side of road for vehicles to drive on while they're already running, it is not a good idea since this may confuse TTD's road vehicle movement code, and some vehicles may get stuck at stations. Make this choice in the main menu, before playing the scenario. * Food and fizzy drinks subsidies work now (proviously they did not go to a town, but to an industry such as a coal mine, which didn't work) * Active subsidies to stations that have been temporarily removed (the grey sign still exists) are now shown with "N/A" as the owner, instead of showing "Cannot remove obstacles on land" or crashing TTD * Active subsidies are deleted if their corresponding station is deleted permanently (the grey sign disappears) * If the maintenance time comes when an airplane is taking off, it will head for the hangar at the destination airport. Previously, it would take off and then land back on the same airport. * Bridges and tunnels owned by nobody can be removed. This particular fix is also applied when the `extradynamite' switch (see section 3.19) is turned on. * Fixed incorrect internal number of city buildings if building under construction was removed. This particular fix is also applied if any of `towngrowthlimit', `towngrowthratemode', or `largertowns' switches (see section 3.52) is enabled. * Towns can now build on coasts or riverbanks, as they do when a new random game is started. This particular fix is also applied if any of `towngrowthlimit', `towngrowthratemode', or `largertowns' switches is enabled. (*) * Wooden bridges are always available (otherwise the game might lock up when a town would try to build a bridge in years before 1930) * Make sure there are always houses that can be built (otherwise the game might lock up in years before 1930) * Custom vehicle type names are now properly removed (and reloaded from `vehicle.dat', if that file is present) when a scenario is started * Amounts in litres are displayed correctly (1000 litres per tonne, not 100) (*) * In the Windows version of TTD too many things (e.g. parts of tunnels and industries) could be destroyed when a large UFO was blown up; this is fixed now * In the Windows version of TTD the period key "`.'" worked as backspace, and the backspace key would sometimes trigger a `replay' of the key buffer; this is fixed now. This particular fix is also applied if the enhanced keyboard handler (see section 4.6) is active. * Population and the internal number of buildings in a city could be wrong when a new town is created in the scenario editor; this is now fixed. This fix is also applied if the extended town data are collected; see section 3.62 for the list of switches that enable extended town data. * The list of available local authority actions no longer becomes empty if the player's cash is close to the maximum possible value * TTD will no longer create temperate-climate banks in the sub-tropical climate. This will apply to new games only. (*) * Shops and offices in the snow areas are no longer shown as a church sometimes (*) * TTD will now show a more detailed error message when placing a bridge fails (without this patch, it would show detailed message only after tubular bridges were introduced) * The maximum amount towns are allowed to spend for raising/lowering land is now affected by inflation, so that towns will not become eventually unable to modify the land (*) * Ships no longer get stuck if a bridge is built over them parallel to the line of their movement * Using the query tool no longer can cause loss of synchronization in the multiplayer mode * It's no longer possible to place `ghost' buoys in the north corner of the map Fixes contributed by Norman Rasmussen: * Screenshot hotkeys (Ctrl-S and Ctrl-G) work now in the Windows version and the screenshots have a correct colour palette. In addition, you no longer get hundreds of screenshots if you hold the key combination for a bit too long. This particular fix is also applied when the `win2k' switch is turned on. Fixes contributed by Csaba Varga: * Zeppelins will not crash on heliports. If bit 8 of the `miscmods' switch is set, they will not crash on large airports either. * Sound no longer pans always to the left in the Windows version of TTD * TTD will no longer mix commas (`,') and periods (`.') as thousand separators in initial loan size in the Difficulty Settings window with some currencies. This fix is also applied when the `morecurrencies' switch (see section 3.59) is enabled. Fixes done by Josef Drexler himself: * It's now possible to make a giant screenshot at another zoom level than the default * TTD will no longer crash when creating a bubble (from a bubble generator in the toyland climate) if the reserved part of the vehicle array is full * Last maintenance dates (and other absolute date values) are properly updated when the current date is set one year back at the end of 2070 (note that this behaviour of TTD may be changed, see section 3.46) * The monorail and maglev tunnel icons are now correct, previously TTD had them switched * The company value will no longer become negative when the player has too much cash. Also, the individual income statistics will still be correct in that case. * The game now remembers the previous selection of railroad track system and uses it as default (*) * The company graph windows are now rescaled when a company is deselected in the legend key (*) (*) These specific fixes can be disabled with the miscmods switch, see section 3.53. In the future, more fixes may join this category, but that's all for now (in case it's not enough for you). 3.27 More Airports ================== moreairports, -J Normally, you can only build two airports within a city's area of influence. Lobbying by powerful Transport Tycoons has led the politicians to allow this option, though. However, the population is still upset by all the noise so you cannot build an unlimited number of airports, even with this option. So how many can you build then? The basic idea is the concept of "noise units". In total, you are allowed to have up to nine noise units per city. And here's how many noise units the different types of airports use up: Type Noise Maximum number per city units Small 2 4 airport Large 3 3 airport Heliport 1 9 Of course you can also combine the types, and just add up the noise units. For example, you can now build one large airport, two small ones, and still two heliports, because that adds up to exactly nine noise units. 3.28 Plane Crash Control ======================== planecrashcontrol, -Xc Using this switch you can determine under what circumstances planes may crash, as well as the probability of this happening. The switch is a bit switch. To find out how that works, see section 2.7, or simply add up the values of the options you want: Bit Value Effect 0 1 Normal plane crashes are turned off if disasters are turned off in the Difficulty Settings window in TTD. This does not affect crashes that occur when a jet plane tries to land on a small airport -- i.e. those crashes are not "normal". 1 2 Jet planes landing on small airports don't crash if disasters are turned off. 2 4 Normal plane crashes occur only when a plane lands after a breakdown, but then they are four times more likely than normally. If this option is specified together with the next one, it affects all plane crashes, not just normal ones. 3 8 Jets landing on small airports have the normal crash probability. 4 16 All normal plane crashes are turned off, regardless of other settings. 5 32 Jets landing on small airports never crash, regardless of other settings. For example, with planecrashcontrol 5 normal plane crashes occur only when a plane is broken down, and only if disasters are turned on; planecrashcontrol 48 disables plane crashes altogether. With this switch turned off, the normal crash probability is about 1 in 1500; for jet planes landing on small airports, the probability of a crash is 1 in 20. (This patch provided by Marcin Grzegorczyk.) 3.29 Bribe Option ================= bribe, -Xb This switch adds a bribe option to the local authority menu. Using this option will increase your local authority rating by one level, unless the rating is very appalling, in which case it might take several bribes. There is a 7% chance of getting caught by a regional investigator, which will reduce the rating to "poor", and bar you from interacting with the local authority for six months. The cost of the bribe depends on various factors. If you have lots of cash, it will be more expensive, as it will be for a larger city. However, if you already provide a good service to the citizens by transporting lots of passengers and mail, the cost of the bribe will be reduced. Using this option causes extended town data to be collected; see section 3.62 for more information. 3.30 Show Vehicle Speed ======================= showspeed, -Xs With this switch, the vehicle window will show the current speed in the status bar. This is not really useful, but it is nice for comparing two engines with respect to power and maximum speed. For example, if you have a hilly terrain, this might help you choose between an engine with a high speed but low power, and one with a lower speed but more power. 3.31 Autorenewal of old vehicles ================================ autorenew, -Xa forceautorenew, -XA Using the switch "autorenew", all vehicles will be automatically renewed the given number of months before (or after) they reach the maximum age. Note that they will be replaced by an identical vehicle, it is not (yet?) possible to change the engine type. Vehicles with an obsolete engine will not be renewed. Normally, with "autorenew", the vehicles will be renewed at the next service, or whenever they enter a depot. If you also enable "forceautorenew", they will be sent to a depot and renewed immediately, as soon as they are too old. Setting "autorenew" without "forceautorenew" will not work properly if you are also using the new service intervals, in which case a vehicle will never go to the service where it would be renewed. The value given with either of these switches determines the number of months _after_ the maximum age when they are renewed. This value can be negative, in which case vehicles will be renewed _before_ they reach the maximum age. Since you get the first warning of a vehicle getting old a year before it reaches the maximum age, you have the following options for the value of this switch: * less than -12 months: you will get no messages, all vehicles are renewed * between -12 and 0 months: you get the message once, so that you have time to manually replace a vehicle * more than 1 month: you get several messages warning you to replace the vehicle The default value is -6, which means that after the first warning, you have half a year to manually replace the vehicle, otherwise it will be renewed with the same vehicle type. If you do get the second warning, it means that something is going wrong: the vehicle could not be renewed and you should pay more attention to it. The way this renewal works is that when it is time to renew a vehicle, and if you have enough money to actually do the renewal, it will start looking for a depot, as if it were going for a standard maintenance. However, in addition to the maintenance, the vehicle (actually, the entire consist) is also renewed automatically, and the cost is deducted from your account. Afterwards, the vehicle continues its regular schedule, it even keeps the cargo if it had any. 3.32 Rebuild ttdpatch.ovl on every run ====================================== forcerebuildovl, -Xr This option causes TTDPatch to always rebuild the `ttdpatch.ovl' file from scratch, even if it is already valid. This is useful if you modify the TTD executable regularly, for example using TTD Alter (see section 5.4). With this option, the changes will be integrated into the version that TTDPatch uses, without the need for a batch file to clear `ttdpatch.ovl' or manually deleting it. 3.33 Windows 2000/XP compatibility ================================== win2k, -2 This switch applies some patches that make the Windows version of TTD compatible with Windows 2000/XP. It was contributed by Norman Rasmussen. With this switch turned on, you simply run TTDPatch under Windows 2000 or XP, and it should work. You may have to delete the `ttdpatchw.ovl' file if you tried to run an earlier version of TTDPatch. To play on Windows 2003, you need to turn on this switch, and copy the file `dplay.dll' to `dplayx.dll', or get a copy of `dplayx.dll'. Search for this file on your computer if you don't know where it is. Additionally, this switch enables the use of `dxmci.dll', a DLL that changes TTD's music routines to use DirectMusic, instead of the outdated MCI functions. To use it, simply install `dxmci.dll' (available from the TTDPatch tools page (http://www.ttdpatch.net/tools.html)) in your TTD folder, and turn on the `win2k' switch. Now TTD will use DirectMusic to play its music. This may make the music sound slightly differently than what you are used to, because DirectMusic will use its own instrument definitions for the MIDI music. Note that some computers running Windows 98 experience a crash when exiting TTD, if `dxmci.dll' is used. The cause of this crash is not clear, nor does anyone know how to fix it. It is benign however, aside from writing a crash log (`crash###.txt') every time you quit TTD. 3.34 Load Entry in the Disk Menu ================================ diskmenu, -Xm This switch will change the gray bar in TTD's disk menu to show a "load game" entry. This way, you don't have to quit the current game to be able to load a new game. It also changes the scenario editor to show a "load game" option in the disk menu as well. In addition, this entry will change to "save game" when you hold down the `Ctrl' key. This way, you can load a savegame in the editor, make some changes, and save it back as a savegame. Note that there are some minor problems that can occur if you do this, such as towns taking over ownership of all road-railroad level crossings. To correct this afterwards, you have to use the "OwnCrossings" sign cheat. Note that it is not possible to save a scenario as a savegame unless it has been played as a savegame before. The reason for this is that otherwise, no companies have been founded, and effectively you are not a player in the game. Even your mouse is disabled! So, only save a game as a savegame that you actually loaded as a savegame too! 3.35 Feeder Service =================== feederservice, -Xf This switch allows you to operate a feeder service, that is a service which transports cargo from one station to another, where it is not delivered but rather left for another carrier. An example would be a bus that transports passengers from the city to an airport, where they are then picked up and transported to a different city by a plane. To make use of this switch, you have to select the "unload" option in the first carrier's orders, which will force it to not deliver its cargo but rather add it to the station's cargo list. This works with as many carriers in a chain as you would like. In addition, this patch improves how carrier profit is calculated. Normally, all carriers in such a chain contribute to the revenue, but only the final carrier gets credited with positive profit, all others get negative profit through their running costs. With this patch, all carriers get appropriate profit depending on how fast and how far they transport cargo. This also works with a chain of more than two carriers, although in that case the final carriers get less and less of their fair share of the profit, because the cargo is on its way for a longer time, leading to smaller profit. Note that only the very last carrier in a chain will actually generate income. Only a successful delivery will give you money, the profits in-between are only for accounting purposes, they do not actually contribute to your bottom line. The main reason for this profit calculation is the company performance ratings, which take into account the carrier with the _least_ profit. If you have feeder services without this patch, that will of course mean the least profit of all but the last carriers in the chain is negative, even though every carrier actually does help generate revenue. If you temporarily take over another company using the subsidiary management or Cht: PlayerID, the feeder service option is only active in your original company, and not in the computer company you're managing temporarily. The reason for this is that computer players turn on the "Unload" option in almost all of their services, which means they would all be considered feeder services and not earn any money. 3.36 Go To Depot ================ gotodepot, -Xd This switch allows you to add depots to a vehicle's orders. When adding a new order, you can simply click on a depot (or hangar) to send the vehicle there as part of the schedule. You can use this to force servicing at a station entrance, so that trains are less likely to break down inside the station. You can also use depots as crude waypoints by sending trains to a specific location. This is also very useful for ships, where you can now use depots instead of buoys. These depot orders come in two variations: always or only after the service interval. You choose between the two variations by clicking on the "Full load" button in the vehicle orders. If a vehicle is ordered to always go to a certain depot, it will go there everytime it comes to that entry in the schedule. However, if you choose the "service only" option, the vehicle will ignore that order unless its service interval has expired. Note that it will skip the order as soon as it leaves the previous station, so if the service interval expires while the train is on the way, it won't go to the depot until the next rotation of the schedule. You can work around this by placing a waypoint station (see section 3.3) just in front of the depot. Additionally, whenever a vehicle has any depot on its order list, it will never try to go to any other depot. It will always go to that particular depot, which means it won't get lost looking for another depot or run around in circles. 3.37 New Vehicle Graphics ========================= newships, -S newtrains, -T newplanes, -XP newrvs, -XR loadallgraphics, -XG If you're bored with the selection of vehicles that TTD has to offer, this switch is right for you! It allows the use of new graphics files to modify the existing vehicles. You can have new trains, ships, planes and road vehicles. For a list of available graphics sets, please go to the TTDPatch New Graphics page (http://www.ttdpatch.net/newgrf.html). Each of these switches enables new graphics for that particular vehicle type, except for "loadallgraphics", which makes TTD loads all new graphics into existing savegames. Normally, only those graphics are loaded that were active when the game was saved. See section 4.3 for more information on how to enable and use them. 3.38 Subsidiaries ================= subsidiaries, -XS Normally, there is little incentive to buy shares of another company, except for buying it out entirely. Even if you own 75% of the shares, you get none of the profit, you get no control over the company and it's as if you didn't own any shares at all. Using the new subsidiary management however, you can manage a company that you own 75% of. Once you own 75% of a company, you can open its player info window, and the usual "View HQ" button will become a "Manage" button instead. If you click this button, you temporarily switch companies, and can now build new services, remove services or do anything else you want. When you're done managing the subsidiary, you can open your own player window, and click the "Manage" button there to return control to your own company. Note that after you manage another company, the computer AI will take over the management of that company, and it may do with it what it wants as well. This means that you should try not to build confusing (to the AI) train routes or services, because it may decide that they are unprofitable and remove them again. 3.39 Move Error Popups ====================== moveerrorpopup, -E If you are annoyed by the red error messages always popping up in the middle of the screen where you are working, you can enable this switch, and it will move error messages to the top left corner of the screen, where they will be less intrusive. 3.40 Gradual Loading ==================== gradualloading, -Xg Normally, when a consist arrives at a station, all of its cargo is unloaded and the new cargo is loaded instantly, and then it sits there waiting for a few seconds. With this switch, all loading and unloading processes are changed so that they occur gradually. Instead of loading or unloading everything at once, only 5-10 units of cargo per vehicle are loaded or unloaded at a time. This means that you can watch your train window and see how the cargo gets loaded or unloaded. This is especially useful for the new ship graphics, which are capable of showing different loading states. Without this switch, you'll probably never see how the ships are being loaded or unloaded. Another useful property of this switch is that trains can have some carriages being loaded while others are still being unloaded. This can sometimes speed up the loading and unloading in a train station. Also, a vehicle will not leave the station while there is still cargo available for loading, no matter what the setting of the "full load" option is. This is true even if the new cargo appears when the vehicle is already being loaded, the new cargo will just be loaded as well, until the consist is full or no more cargo is available for loading. Note that the gradual loading switch requires that the loadtime switch is active too, and will always activate it if you haven't already done so. It also changes the loading time by making it cargo type specific, meaning that one type of cargo can be done with loading but another still has more cargo to be loaded or unloaded. Because of this, sometimes train can take a bit longer to load if you have an uneven number of carriages for each cargo type. Normally, gradual loading loads or unloads all wagons of a train at the same time. This may have some side effects if the train has multiple destinations, for example if it loads coal from several stations. In that case, the coal that's added at the last station causes the entire load to be considered to be from that station. This means you'll get less money than you should have. You can use the "miscmods" switch to choose to have the wagons loaded separately. See section 3.53 for more details. 3.41 Disaster selection ======================= disasters, -XD This switch allows you to select or deselect specific types of disasters that may occur in the game. It only applies if disasters are enabled in the difficulty settings. For example, you can use this to turn off UFO disasters because they're unrealistic. The switch is a bit switch. To find out how that works, see section 2.7, or simply add up the values of the options you want: Bit Value Disaster type 0 1 Zeppelin crash 1 2 Small UFO 2 4 Refinery explosion 3 8 Factory explosion 4 16 Large UFO 5 32 Small submarine 6 64 Large submarine 7 128 Coal mine subsidence Plane crashes are not affected by these settings, for changing them please see section 3.28. Also, the submarines are not really disasters, they are just handled by TTD in the same way so they are included here for completeness sake. Note that for each disaster type TTD has a range of years in which the disaster may occur. For example, refinery explosions are possible only between 1960 and 1990, after 2009 only large UFOs may show up, and before 1930 (see section 3.50, *Note Year Cheat::) or after 2099 (see section 3.46) no disasters will occur at all. These year ranges may be changed using TTD Alter (see section 5.4). Also note that if you disable some disaster types, the others are more likely to occur. When TTD decides it's time for a disaster, it always generates one, unless there are none to choose from.... This patch was contributed by Marcin Grzegorczyk. 3.42 Signal wait times ====================== signal1waittime, -X1 signal2waittime, -X2 These two switches allow you to select how long a train waits at a red signal, either a one-way signal or a two-way signal. Both take a parameter between zero and 254 that is the maximum number of days to wait, or the value 255 for waiting indefinitely. Normally, a train waits approximately 41 days at a red one-way signal and 15 days at a red two-way signal, after which it turns around and tries to find an alternative route. If you are sure that the signal will turn green eventually, you can tell all trains to wait a longer time, or to wait forever. This patch was contributed by Marcin Grzegorczyk. 3.43 More news items ==================== morenews, -N After enabling this switch, TTD will generate news items for additional events. In the current version of the patch, these are * The destruction of a large UFO (disaster category) * A lumber mill runs out of trees (economy changes category) * An airport is cleared of a crashed plane or zeppelin (disaster category) This patch was originally contributed by Marcin Grzegorczyk, but the lumber mill and plane crash messages were coded by Csaba Varga. 3.44 Unified Maglev =================== unifiedmaglev, -XM This switch combines TTD's monorail and maglev track systems into a unified maglev system. The rationale behind it is that Transport Tycoon's monorail seems to be modelled after the German "Transrapid", which is actually a maglev (magnetic levitation) system as well. This switch works differently, whether the `electrifiedrailway' switch (see section 3.49) is on or off. For `electrifiedrailway off', it can take the following parameters: * `unifiedmaglev 1': Convert all maglev engines to monorail * `unifiedmaglev 2': Convert all monorail engines to maglev * `unifiedmaglev 3' (default): No conversion, keep two seperate systems The conversion of the engines only applies to new games, or if you use Cht: ResetVehicles. In all of the three cases, you can buy monorail engines in maglev depots and vice versa. Wagons are not affected. In the first case however, the maglev construction option will not appear, because there are no maglev engines (but if it appeared before, it'll stay). In the second case, the monorail construction option will not appear. If `electrifiedrailway' is set to `on', all monorail engines are converted to maglev (like option 2 above) and monorail wagons are made unavailable. In this case, the parameter selects how the maglev system will _look_ like: * `unifiedmaglev 1' (default): Use TTD's monorail graphics to display the maglev system * `unifiedmaglev 2': Use TTD's maglev graphics to display the maglev system With `electrifiedrailway on', if you set `unifiedmaglev' to `3' or `off', TTDPatch will change it to 1 internally. This patch was contributed by Marcin Grzegorczyk. 3.45 Bridge Speed Limits ======================== bridgespeedlimits, -XX One annoying thing about bridges in TTD is the speed limit they impose on maglev trains. In the standard TTD set of vehicles, the fastest maglev engine can go at 400 mph, but the best bridge (the tubular steel bridge) has a speed limit of 200 mph, whether it carries road or maglev track. And if you need to build a bridge 3 tiles long, you can't use the tubular one, you can only use a steel girder bridge with its speed limit of 160 mph. With this switch, you can raise the speed limits of these two bridge types, if they carry monorail or maglev track. The new speed limit will be a percentage of the top speed of the fastest engine for the appropriate railway class (monorail or maglev). If the `unifiedmaglev' switch (see section 3.44) is enabled, monorail and maglev engines are treated as a common railway class, so monorail and maglev bridges get the same speed limits. By default, the percentage value is 90%, but you can specify it as an additional parameter, in the range 25% to 250%. For example, if the percentage is 98%, and the fastest monorail vehicle (the Millennium Z1) has a top speed of 210 mph, the speed limit on monorail tubular bridges would be set to 98% of 210 mph, or 205.6 mph. However, the limit has to be a multiple of 10 mph, so it is rounded up to 210 mph. For the steel girder bridges, the limit is always 90% of the limit for tubular bridges, also rounded to a multiple 10 mph; in this case it would be 190 mph. However, if the resulting speed limit would be slower than that of the bridge without this switch, the speed limit is not changed. This means that this switch is mostly useful for the maglev track system, unless you use the `unifiedmaglev' switch, or use an alternative train set with faster monorail engines (see section 4.3). This patch was contributed by Marcin Grzegorczyk. 3.46 Eternal Game ================= eternalgame, -Xe Normally, the game will never go past the year 2070. On December 31, 2070, the following day is again January 1, 2070. With this switch, that will not happen, and instead time will continue running, and you can keep playing the game virtually forever, although in many places the year will seem to stop at 65535 (if you have enough patience to play for _that_ long...). 3.47 Show Full Date =================== showfulldate, -d In TTD, you can normally see the full date with the current day only while the game is paused. With this switch, the full date is displayed all the time. 3.48 Signals on Road Traffic Side ================================= signalsontrafficside, -Ys With this switch, rail signals are displayed on the same side as the one road vehicles drive on. If road vehicles drive on the left side, signals will be on the left side of the track, and same to the right side. If you are using semaphores, this and the road traffic side will also determine whether you get the British style semaphores (on the left side) or German style semaphores (on the right side). Note that the selection of graphics only happens when a game is started or loaded, so if you change the road traffic side during a game, it will show the wrong signals until you save and reload the game. This patch was contributed by Marcin Grzegorczyk. 3.49 Electrified Railways ========================= electrifiedrailway, -XE One of the most common track systems in the world is now available for TTD too. With this switch, the second track system (monorail) is replaced by electrified railways. Monorails and maglev merge together in the third track system (see also section 3.44). This electrified rail system works the same way as the regular track, and the track itself looks the same. However, if you've loaded the new graphics, it will display a catenary system with pylons and overhead wires. If turned on, electric engines such as the SH 40 can only run on electrified track, but steam and diesel engines can run on both regular and electrified track. Note that if you should have a train composed of mixed engines (both diesel and electric engines), it's only the first engine that matters, it determines what track the whole train can run on. Realistically, electric engines would just not contribute any power when over regular track, but that is currently not built into the patch. This patch was contributed by Marcin Grzegorczyk. 3.50 New Starting Year ====================== startyear, -XY This switch allows you to choose the starting year of new games. It does not apply to existing savegames and scenarios, which have the year set. The range of possible values is 1921 (the first year TTD will work correctly) and 2030, with the default if turned on being 1930. The switch also increases the range of years that can be selected in the scenario editor. Previously, you could only set it between 1950 and 1975, now all the years from 1921 to 2030 are available. Once set in a scenario, this starting year applies even if the game is played without startyear turned on. Note that years before 1930 have very few vehicles available, so your options for new transport services are very limited. If you choose years before 1930, the patch also turns on `generalfixes', to ensure that the game will not lock up when you start it (see section 3.26 for more information). This patch was contributed by Marcin Grzegorczyk. 3.51 Error Popup Time ===================== errorpopuptime, -YE With this switch, you can control how long an error popup is displayed before it disappears. Sometimes you want more time to read, or you find them so annoying that you want them to disappear quickly. The parameter sets the number of seconds that an error popup is displayed, between 1 and 255 (about 4 minutes). If you set it to 0, the popup is not going to disappear at all unless you close it yourself by right-clicking the mouse for example. This patch was contributed by Marcin Grzegorczyk. 3.52 New Town Growth Switches ============================= towngrowthlimit, -Xt largertowns, -XT townminpopulationsnow townminpopulationdesert towngrowthratemode, -YT towngrowthratemin towngrowthratemax tgr* These switches allow you to modify how fast, how much, and in what conditions cities grow. Because there are so many switches and so many possibilities of setting up town growth, they are explained in more detail in the next chapter, see section 4.4. A short description is provided below. `towngrowthlimit' sets how far from the central point of a town (where you see the town name) new houses may be built. You can set the limit to anything between 12 and 128; with this switch turned off, it is 20. The effects of this switch are most visible when you expand towns in the scenario editor. In TTD, activity at nearby stations boosts growth of towns, but not if a town has more than 71 buildings. If `towngrowthlimit' is turned on, this limitation is removed. `largertowns' makes each one out of a specified number of towns grow twice as fast as others. For example, `largertowns 4' (the default) makes every fourth town grow twice as fast. If you create a scenario, you can control which towns will grow faster: the doubled growth will always apply to the first town you create, then (assuming the switch is set to 4) to the 5th, 9th, 13th, and so on (this can get messy if you start deleting towns, so try not to do it). In random games, you cannot control to which towns this will apply. If `largertowns' is enabled, `towngrowthlimit' is also enabled, but the parameter of the latter will apply only to towns that have the growth rate doubled; other towns will have growth limit of 20, the TTD default. `towngrowthratemode' controls how the growth rate of towns is calculated. Briefly, use mode 0 (or turn the switch off) if you're traditionalist and want the original TTD algorithm (with bugs fixed, of course); use mode 1 if you want a slightly enhanced version of the TTD algorithm; or use mode 2 if you want the full power of all the new switches... In TTD, towns above the snow line in the sub-arctic climate require delivery of food, or they don't grow at all. Similarly, towns in desert areas in the sub-tropical climate require food and water. If such town happens to have too few buildings to accept food, there's no way to make it grow. As a remedy, you can use the switches `townminpopulationsnow' and `townminpopulationdesert' to define minimum town populations, below which towns will grow even without food or water supplies, so you get a chance to transport food to them eventually. To use these two switches, you also have to enable at least one of the three switches mentioned above in this section (`towngrowthlimit', `largertowns', `towngrowthratemode') or the `generalfixes' switch. The "on" defaults for these switches are 90 for `townminpopulationsnow' and 60 for `townminpopulationdesert'. If you don't want this feature, set both to zero; setting them to `off' won't work. All the other new town growth switches are active only if `towngrowthratemode' is set to `2'. Again, specifying `on' as the parameter sets them to their default values, but specifying `off' has no effect. All patches contributed by Marcin Grzegorczyk. 3.53 Miscellaneous Modifications ================================ miscmods, -Yo This switch doesn't introduce any new feature, but rather changes some aspects of other features. It is a bit switch. To find out how that works, see section 2.7, or simply add up the values of the options you want: Bit Value Meaning 0 1 Towns don't build on coasts/riverbanks 1 2 (reserved, do not use) 2 4 (reserved, do not use) 3 8 Gradual loading goes wagon by wagon instead of the whole train 4 16 Don't change litres display such that a ton is equivalent to 1000 litres, instead of 100 5 32 Don't prevent temperate-climate banks in other climates 6 64 Don't try to fix the bug with shops and offices displayed as churches 7 128 Don't make raising/lowering terrain for town expansion be affected by inflation 8 256 Prevent zeppelins from crashing on large airports 9 512 Don't remember the railroad track system you've used previously 10 1024 Show denser smoke plumes from steam engines 11 2048 Don't rescale company graph windows when a company is deselected Bit 3 modifies gradual loading (see section 3.40), other bits modify `generalfixes' (see section 3.26) except for bit 10, which works on its own. Note that bit 10 causes the generation of quite a bit more steam. Each stume plume however counts as a special effect object, and those are normally limited to 160 objects. This means that if you have many steam engines, the amount of steam you say may not actually be more because of this limitation. You can increase this limit using the `morevehicles' switch, see section 3.5. This switch was originally contributed by Marcin Grzegorczyk; some features have been added by Josef Drexler and Csaba Varga. 3.54 Save Optional Data ======================= saveoptionaldata, -Xx In order to function properly, the patch has to save extra data in savegames in certain cases (for example if the extended town data are collected, see section 3.62). However you can also tell the patch to save more information that isn't actually required. This includes for example the vehicle data. If enabled, the patch will store and load back the current values of all vehicle data, e.g. the top speed, power, weight, capacity and so on. This is especially important and useful if you use new graphics files, which change the vehicle data. With this switch on, TTDPatch will record which graphics files were active in the game, and then use this information to prevent activation of incompatible graphics sets. See section 4.3 for more information. It is recommended that you turn this switch on unless you have a good reason not to use it. This patch was contributed by Marcin Grzegorczyk. 3.55 More Build Options ======================= morebuildoptions, -YB Are you annoyed that you can only have one industry of each type per city? Or that you cannot place an oil rig in the middle of a large bay you crafted in the scenario editor? Then this option is for you. It is a bit switch. To find out how that works, see section 2.7, or simply add up the values of the options you want: Bit Value Meaning 0 1 Crossing tunnels 1 2 Oil rigs may be built everywhere, not only near edges of map. Outside the scenario editor, refineries may also appear or be funded everywhere. 2 4 Allow multiple industries of the same type in one town 3 8 Removal of statues, lighthouses and transmitters with `Ctrl' 4 16 Removal of industries 5 32 Allow identical industries to be built very close to each other The default value is 15, meaning bits 0 through 3 are enabled by default. With the "crossing tunnels" switch, you can build tunnels that cross, but the tunnels are independent, so that trains can pass by without collisions. Note that with bit 2 set, you can build more than one industry per town, but cargo delivered to a station always goes to the nearest industry, so it's not a good idea to build industries of the same type too close together. Bit 2 is required for bit 5 to work. Normally you can't remove company statues, lighthouses and transmitters. When you enable bit 3, you can hold down `Ctrl' while using the dynamite tool to remove them. You can even build things over them, but keep in mind that the `Ctrl' key may affect other building actions, too. The removal of these objects doesn't affect the local authority ratings in the town. You don't benefit from the removal and rebuilding of statues. If you remove all statues of a company in a town, the bonus for that company's station ratings disappears. The `extradynamite' switch makes it possible to remove company statues without the `Ctrl' key, but not to build over them. With bit 4 set, you can remove industries like normal objects, again with holding down the `Ctrl' key. Removing industries is very costly. This patch was contributed by Oskar Eisemuth. 3.56 Semaphore Signals ====================== semaphores, -YS Transport Tycoon (original) had semaphore signals in the earlier years, and light signals in the later years. TTD normally only has light signals, but this switch reintroduces semaphore signals. If enabled, the signals you build before 1975 are semaphore signals, and signals after 1975 are light signals. Note that you need the signals.grf graphics to be able to see semaphores. If you have also turned on `signalsontrafficside', the road traffic side determines what kind of semaphores you will see, British style (left side) or German style (right side). You have to make this choice before starting the game, or save and reload for the change to take effect. To place a semaphore after 1975, or a light signal before 1975, you can hold down the `Ctrl' while building the signal. Note that after a signal has been built, the `Ctrl' key is used for pre-signal selection, not semaphores, so this only applies when the signal is first built. However you can remove and then rebuild the signal of course. To switch all signals to light signals or semaphores, use the Cht: Semaphores sign cheat. 3.57 Plant Many Trees ===================== plantmanytrees, -Yp It is a bit switch. To find out how that works, see section 2.7, or simply add up the values of the options you want: Bit Value Meaning 0 1 Allow adding trees to a tile 1 2 Plant rectangular area with `Ctrl' 2 4 Rectangular planting adds trees to tile The first option allows you to plant trees on a tile which already has trees. However, currently this does not impress the local authority; for that you need to plant trees on empty tiles. Also, the new trees have to be fully grown (due to an internal restriction of TTD), so they cost more. The second option allows you to plant a large rectangular area with trees. First, you plant a tree in one corner of the rectangle. Then you hold down `Ctrl', and plant a tree in the opposite corner of the rectangle. Now all empty fields in the rectangle will be filled with trees. If the tree type is the same in both corners, the whole rectangle will be filled with that type of tree. If the tree types differ, the rectangle will be filled with random trees. If you enable the third option, this rectangular planting will add trees to tiles which contain trees already, whereas otherwise it only plants on empty tiles. This patch was contributed by Csaba Varga. 3.58 More Hotkeys ================= morehotkeys, -YH Normally, hotkeys only work for the four railway track types, and the two orientations of roads. With this option, everything in the railway and road construction menu can be activated by hotkeys. In addition, you get hotkeys for all display options, such as transparent building and station and town signs. For the construction menu, keys `1' to `4' choose the track or road orientation as usual. The keys from `5' to the end of the top row of keys activate the other tools, and the key to the left of `1' (usually ``' or `~') toggles the bulldozer on or off. For the display options, `t' toggles transparency, and `Shift-1' (`!') to `Shift-5' (usually `%') to toggle the other display options. Note that you can modify the hotkey list using the `ttdpttxt' mechanism, for more information see section 4.12. Note that the DOS versions of TTD have hardcoded keyboard mappings (which can be a little strange sometimes), while Windows versions follow the Windows keyboard layout. This may make it difficult to determine the key code to use for a certain key. To help with that, you can use the `ttdpttxt' mechanism to turn on the display of key codes to make your own hotkey list. Or, you can use