Thread #2313409
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OpenTTD 15.0 released!
https://www.openttd.org/news/2026/01/01/openttd-15-0
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>Companies in multiplayer no longer have passwords, invite specific players using buttons in the Online Players list instead
>Island maps can be surrounded by infinite water instead of void
>Rivers can end in wetlands if unable to reach sea
>Bridges can be placed over stations and road stops
>Roads can now have waypoints
>Houses can be placed manually
>Industries and towns have graphs of their cargo history
>Improvements to menus, including a new main menu and a combined game options and settings window
>Many more features, changes, and fixes
Houses being placed manually sounds like it could be used to make a Soviet Republic mod.
There's so much foundation here to turn OpenTTD into a city builder.
>>2314223
They are, but that's what TT3 will fix.
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>>2314223
Why does the campaign suck so much compared to the first game?
>Objective 1: connect A and B
>Objective 2 (unknown at the beginning): connect A to C in a way that forces you to rip up the existing route to B
Also worse music. I really can't think of many advantages over TF1.
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you know, I loved the old TTD music so much, I haven't played as much OpenTTD but has anyone really attempted to make some sort of downloadable mod with good music, last time I checked the music wasn't all that good anyway.
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Is it up to date? My train station ratings are very low. Just let a train there all the time and another on at high speed?
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>>2325646
Base oTTD is fairly conservative when it comes to game mechanics. You can get a lot of alternate rulesets as mods, but I don't know of anything that fiddles with station ratings. I think the fact that freight trains end up going as as as passenger ones because of game mechanics and should probably care more about throughput than speed in some cases, it's a relatively minor thing.
The thing station rating does is give you a bigger share of goods so it's sort of self regulating anyway. Add trains as needed to transport everything and you will get more of it, that's all.
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>>2332296
How far back are we talking about? Admittedly this was quite a while back, but I tried that and it wasn't a very good experience. It turns out because of how game mechanics value speed a lot for cargo rates with slow and low capacity vehicles transport, especially overland is prohibitively expensive and hard to turn a profit on. Which is realistic I suppose, just doesn't work with transport tycoon gameplay all that much.
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What is your favorited railstation design?