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List of my downloads.
NB: some of my older ones are no longer on this site. EMail me if u need them.
bridghac.zip
My bridge hacking experiments, see
Hack-ttd: Bridges 2-deep, Ledge, etc.
clovrlif.zip
a game-save with 2 of my junctions: see:
the roomy Cloverleaf, and the 'Short Turn Left'.
rounbout.zip
a game-save with 1 of my junctions: the roomy Roundabout. see:
Roundabout junction
Megawork.zip
My Megawork game save; described elsewhere in my pages.
deltanth.zip
The Delta North scenario, no longer easy to find elsewhere.
A good and challenging scenario with many towns and lots of industries.
Aus_Lee.zip
The 'AusTrans Corporation' November 1974 gamesave; source for
the AusTrans competition, which used to be hosted at Thor Hovden's site,
and later at the Ped'ko site (both dead now?).
Tropical climate. The game has been badly played for 5 years.
Your job is to do better.
TraiAlgr.zip
Martin Koetsier's "Train Pathfinding Algorithm":
Savegame + pictures, Htm etc.
lr-dbahn.zip
a continuation of Thor Hovden's 'Deutche Bahn' game;
with stations and rails at level 0, tunneling under a large city.
it's possible to build whole rail systems
with stations etc. at sea level
NB: a TTo game!
Opt1528k.zip
- an OPT.DAT file,
fixed to Max loan 1528K £ - 1528000 UK pounds.
I sometimes use this for trial build starts, before the 'real'
game or competition:
A: 'Create Scenario': set year: 1955 to 1959 - a year when both
small and large Airport is possible. Save.
B: unzip my opt1528k.dat (it's smaller than the ZIP!), and copy it to
the OPT.DAT file in your TTd directory.
C: Set other options to wanted values, but don't touch 'Max Loan'.
D: 'Play Scenario': gives you a start with HUGE credit!
Using this, I trial-develop most/all of the important cities, to see how
each one grows. Sometimes the TTd cities seem pre-programmed for good or
bad growth; for fast take-Goods, or not.
I trial-build critical industry stations and lines; and City stations
with large Airports combined with rail and bus;
Having trial-built, I know which tiles to reserve; which houses to
bulldoze sometime (when they rebuild?) where I want roads etc.
Then I start the real game / competition from scratch - from 1950 or whatever; with normal conditions - no cheating.
If you're using TTdPatch: It's simpler to just use a money cheat for the trials. Then restart from January 1st.
.---.---.---.---.---.---.---.---.---.
In 1998 there were 3 'quick' TTd competitions: I took part in 2 of them
The links to their sites seem dead now:
Many of my desert pictures are from the first one. Most of my arctic pictures
are from the second.
Mike Wieclawek's 1998 competition:
Tropical scenario. Main points:
Lots of 'Opponent action' - he pulled down some mountains near Arismendi.
Use of extreme MEGA stations. I no longer use this,
but I learnt a few things from the experience.
Brian Feldman's July 1998 competition
Arctic scenario. USA map. Main points:
More 'Opponent action' - snow-covered mountains levelled near Las Vegas.
I discovered the 'Tunnel Trick' in the Rocky Mountains.
Brian Feldman's August 1998 competition
Tropical scenario. Main points:
Used to show use of 'Tunnel Trick' on broken sea points.
In the U.S.A. game Seattle was my No 1 city. I was thinking of large
airports at each corner of the map, some day ...
So planning Seattle's development was important.
This shows Seattle in my TRIAL BUILD in the 1965 special start. Just 2 bus
stations, to see how the city will grow.
Note that idiotic wooden bridge - not there at the start! the town built it
while I was busy elsewhere.
In the real game (start 1950) I blocked with a sea depot, to avoid that bridge.
I wanted to raise sea, after the G-house on the broken tile was
rebuilt sometime.
.
Here is Seattle sometime in 1953 (a restart from September 1952 in the
competition). no bridge!
I've straightened some roads, and will straighten some more later. I've also
raised lots of sea, to give the city more business area.
The green lines indicate parts of my current MEGA station; it takes goods
because of the 3 G-houses nearest to the Bus / Lorry stops.
the northermost one is out of reach.
So it will lose goods when the broken tile G-house is destroyed
(cities always do)
So I'm planning a new MEGA station to replace the old one. The yellow lines
indicate where the Bus station (already in place), the Airport and the
Rail station will be.
This bus station is so central that it will probably 'take' any 3 Goods
houses in the city; not dependant on the 3 nearest ones.
The 6*6 rails square down left is my future large airport!
1 house and 1 tree will have to go - but there's no hurry.
Note the road aligned with the future Airport runway; One doesn't want
tall office blocks in line with the runway ... I thought ...
... then later, I found out that planes do NOT crash into buildings etc -
they just fly straight through them!
This is why I use a special trial-build start, in 1955 or later:
to check out a future LARGE Airport MEGA station!
Here you see the future station I was mapping out in the previous picture. The dock is not really neccessary, but made it slightly cheaper to build.
The bus station is back where it started. The lorry station was next to the
railway station (tile with 3 rails) before the Airport was added.
This station will accept everything the city accepts, including Coal, Diamonds
and Goods sometime.
This page was tested on a 15" screen, full screen mode, in Netscape 4.7, and Opera 7
Last updated:
compdown.htm 2004-0409,0201 ,2003-0106 ,(2001-1005, 0516, 980901 0821)
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