Talk:Advanced orders

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General stuff

Part of this talk has now been Archived. The related Flyspray entry is FS#729.



These advanced orders will be great for advanced players, but the new gui will make the game more confusing for new players. An "AutoOrder" button would be a good feature to offset this. The game could compare the vehicle's cargo capacity with accessible / nearby stations, take a guess at the best orders, and automatically assign them. Can you leave a good spot in the new gui for future addition of this button? Zojj 10:12, 27 April 2007 (CEST)

As most new (advanced) order type will be in a different Gui i don't feel there would be a need to have AutoOrder for a new player as the gui is just about the same with just the buttons moved around and in some cases replaced with icons. i think it would be more worth while having a tutorial. This could just be a link in game to a video tutorial or the OpenTTD manual. L blue l 10:50, 27 April 2007 (CEST)

Flexible Orders

Right now I could mirror most of the actions of that picture with a waypoint before the line finally splits, and presignaling queues from there to the stations. Any nearby sets of stations with limited numbers of accessible platforms off a dedicated line would do it, though the shortest line would have preference if trains were sparse.

The only thing missing is a (load), which could be added to the waypoint I would think, to say the next station found after that waypoint is to be stopped at and fully loaded. Or you could create a single "next station" entry to tag the (load) onto. Presumably, trains could also-skip any order that accidentally tells them to wait somewhere that it's impossible to load at.

The more detailed method does allow trains to pick from stations as they run down a main line, or when they leave their previous destination, but that seems a little like cheating to me anyway. Real trains don't work that well. Similarly for a "fill station" automation, it's easy enough to guess and ctrl-click a few times, and balancing the runs correctly is part of the challenge for me. tussock 17:49, 16 April 2008 (CEST)


It has been agreed upon by both L blue l and Skidd13 that the following is a workable solutions to improving the Gui.

Advanced orders gui s13.png

Image created by Skidd13.

modified GoTo Button

These are ideas on how to improve the gameplay by just decreasing the amount of clicks you need to do simple tasks.

  • goto button is already active, if you open an orders window with less than two "goto station" entries
  • if you click a station/depot the goto button stays active
  • if you ctrl+click a station you get a "full load" entry

See my patch on tt-forums or the corresponding Flyspray task.

Similar proposal by another user: FS#1194


To Skidd13

I have come across some possible problem with our proposal to have a pop up window.

  • Will this Pop-up window only interface with the orders window that created it or will it interface with all order windows?
  • The pop-up window will have to know what order is currently clicked on and when you click on a different order it will need to updated the pop-up window. This can be more complicated if the window interfaces with all order windows.
  • Can the pop-up window be a act like a child to all orders window so when the last order window is closed it is also closed?

These comments are not strictly towards Skidd13 so if you know the answer to any of these questions please feel free to post a reply. I have little idea of what functions and limitations the current GUI interface has which makes it very difficult. L blue l 09:41, 30 April 2007 (CEST)

At the moment I'm not really sure if it'll be a popup window or an extendable window like the financial window. Even more the ingame commands will change during the conversion to the dropdown list. It's a lot of work.
Skidd13 11:11, 30 April 2007 (CEST)
Thanks for the replay. I will just make it an extendable window for now. For the cargo selector i think something along the lines of the Refit window to select the cargo would work what do you think? L blue l 22:54, 30 April 2007 (CEST)
That makes sense (new cargos in mind)! But we must be carefull to make the GUI also and especially for newbies not only for experts. Personaly I dislike to force this by a patch option. It should be done anotherway but at the moment I'm not sure how. It'll need a lot of thinking, before it'll be a nice solution.
Skidd13 00:15, 1 May 2007 (CEST)
There is one button i forget about with the GUI "location". i know this can be done using the Ctrl button but this is missed by a lot of people so i think a locate button would be better. L blue l 07:25, 3 May 2007 (CEST)


I would just like to post an update of whats been happening. Fill Stations and Flexible Orders are be co-developed but once both patches are complete they will be split and hopefully added to OpenTTD trunk. Currently i have finished the prototype for Fill Stations so now i can begin on Flexible Order. As i have had little time recently to be able to work on theses due to my study work load and as it it close to the end of the semester it will be unlikely i will be able to finish anything in the next 4 weeks. L blue l 00:42, 27 April 2007 (CEST)

Turn out i will be developing everything (or close to it) at once and then when i have it all worked out then i can try to get it into the trunk. L blue l 06:49, 30 April 2007 (CEST)
(Runs and hides) i wish i would stop adding extra features to this i already have enough as it is. L blue l 08:10, 1 May 2007 (CEST)

Features Update

  • The non-stop will be slit into two order types ("express" to destination, "waypoint" (station acts like a waypoint)) L blue l 22:58, 30 April 2007 (CEST)
  • Skip when x amount of vehicles waiting for Fullload on this order. (when x amount of vehicles are waiting for fullload it forces the first vehicle that arrived at the station to skip to the next order). L blue l 08:10, 1 May 2007 (CEST)
  • Advanced Skip Order Functions L blue l 09:21, 16 May 2007 (CEST)
  • Skip Functions will uses "Rules" (rules are being coded for "virtual group" by nycom virtual group ) L blue l 03:35, 2 June 2007 (CEST)


How to share the code? Skidd13

As we are both working on different parts of the code i don't think there will be to much conflict between our works so i don't believe to much code sharing is necessary but for code fixing and debugging help i think email may be the best option. If you would like to contact me by email it is . L blue l 02:02, 10 April 2007 (CEST)

Do you want to help

If you are interested in helping please feel free to let us know. L blue l 03:55, 11 April 2007 (CEST)

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