UPDATED: Now I have saves for a UK, USA and Netherlands set of vehicles. Scroll down to get them.No, there wasn't one of these before. There was on Wo£2PCM but it's five years old. The game has come a long way since then.
Get it
here! There's also links to the manual and wiki at the top of the page. You need to get both the game and the three files on the download page: OpenGFX, OpenSFX and OpenMSX. Follow the readmes.
I'm currently working on trying to make country-themed mod packs (as there's a ton of mods out there) to save folks the trouble of having to go through the in-game downloader's list of stuff that's missing, but I'd need somewhere to host it. In the meantime, I've come up with a solution which might also work for people with fresh installs, please see the bottom of the post!
Anyway, for those who don't know, Transport Tycoon was a game by Chris Sawyer, who ported Frontier: Elite 2 around and later went on to make the Rollercoaster Tycoon series. He plopped out a sequel of sorts to TT in 2003 called Locomotion but it was unfinished bollocks.
The basic idea is that you're presented with a vast region of land with lakes, mountains, and surrounded by sea. Dotted across this land are towns and industries. Your job is to build a transport network to connect them. Some industries produce raw goods, others consume them, still others refine them into goods which are then accepted by towns. Towns also produce passengers and mail which you can transport to other towns.
To accomplish this, you have buses, trucks, trains, ships and aircraft at your disposal. The focus is on railways. This isn't the simplistic railway construction of Railroad Tycoon or Railroads! It's not the most complex pathing and scheduling of A-Train. This is a flexible set of tools to let you build a realistic (or unrealistic) railway the way you want. You need to place signals to control your trains and ensure they won't collide. You can build anything from a simple single line to a single line with passing loops all the way up to a grand four track wide mainline with fast and slow tracks to allow express trains to rush their passengers home without being delayed by freight and commuter trains.
Unlike a lot of other games featuring transportation, in Transport Tycoon the vehicles are real entities carrying the real cargo, not just eye candy. You don't get paid until your bus arrives into the station. If it gets caught in traffic, you'll be late. If it gets smashed by a train on a level crossing, it's gone. As your network expands, you'll find yourself needing to use the building tools to build an efficient network. Trains held up waiting to cross over the mainline to a factory? Build an underpass. Valuable coal trucks at risk crossing a busy railway? Replace the level crossing with a bridge. You can even build railheads, where trucks (or ships! or anything else) from multiple industries drop off their cargo, where it's loaded onto a train to be taken to its final destination far faster and in much larger quantities.
That was all in the original game. OpenTTD is an open source reproduction that's been going for over a decade and has added lots of features that simply weren't present or possible in the original game's engine. New features include:
-provision for electrified railways
-provision for narrow gauge railways
-streetcars/trams
-far bigger maps, up to 2048x2048.
-path-based signalling, so trains can be within the same signalling 'block' provided their paths don't conflict
-many more airport designs to cope efficiently with lots of air traffic
-waypoints, to allow you to direct trains to specific locations that aren't a station
-hundreds of new vehicles
-multiple-headed trains: add more locomotives to help pull a heavy load
-bribing the town councils to improve their rating of you (before, piss them off enough and they'd refuse you building permission for a long time)
-a huge number of new industries and cargos
-ability to start the game before or after 1930
-one way streets
-ability to build big, wide stations (original's limit for rail stations was 4 tracks, 5 squares long)
-bus stops and truck stations where vehicles drive in one end and out the other
-lots and lots of new construction options including better bridges, embankments and more
Here are some screenshots of other people's games:
Note the electrification on the railways and the trams on the street behind the station.
Note the divided highway (with interchange) and the flying crossovers leading away from the main line.
Too big to be posted here, a snowy scene at a coal mine in CanadaDid I mention it supports multiplayer? Competitive and co-operative?
I think I've found a temporary solution to getting the game all nicely modded up and working. Download all three of the files attached below (it's saved games with country themed stuff), extract them into your OpenTTD 'save' directory (somewhere in your My Documents folder) and try to load it in-game. The game will complain that several files are missing and you will be presented with a menu to download them all. It should then work (if someone could test this and tell me if it does indeed then load without errors, that would be great). You might then want to go back to the main menu, and into NewGRF settings. They should all be in the 'active' list... if not, add them all to it, and then save it as a preset so you can easily load it all again later. Please ensure Long Vehicles v4 and EGVRTS v2.0 are at the bottom of the list to ensure they load properly.
UK STUFF SAVE:
Attachment:
Be Transported To Each Other, 1st Jan 1910.sav.zip
USA STUFF SAVE:
Attachment:
B&X Railroad, 1st Jan 1910.sav.zip
NL STUFF SAVE:
Attachment:
BETEO SPOORNET, 1st Jan 1910.sav.zip
PASTE THE FOLLOWING TEXT INTO YOUR OPENTTD.CFG AT THE END:
ZOMG Spoiler! Click here to view!
[preset-UK]
uk_roads_with_signs-0.2/ukroadswsigns.grf =
welsh_town_names-1.0/welshnames.grf =
very_large_ships.0.1/vl_shipw.grf =
uk_town_set-2.2/ukts_2.2.grf =
uk_roadset.1.1/ukroadsetw.grf =
ukrs2__the_uk_railway_set-1.01/proj1000.grf = 0 0 0 0 0 3 2
ukrs2_uk_railway_addon_set-centaur/pj1kadd.grf =
total_town_replacement_set-3.13/ttrs3w.grf = 1 0 2 1
total_bridge_renewal_set-1.2/total_bridges.grf =
suburban_stations-1/ae_subuw.grf =
rural_stations-1/ae_ruraw.grf =
narrow_gauge_track_types-1.0/ngtracktypes.grf =
more_british_town_names-1.0/morebritishtownnames_1.grf =
modern_tram_set-3.1/motraset_r3.1.grf =
metro_track_set-2.1.0/metrotrackset.grf = 0 1 0 0 1 1 0 0 0 1
"metro_subway_set-prealpha3.1/metro subway set.grf" =
lumbermill.1.1/lumbermill.grf =
longer_girder__steel_bridge.1/longergirdersteelbridge.grf =
industrial_stations_renewal-0.8.1/indstatr.grf = 0 0 0
uk_railway_set_tracks-2.0/pb_trax.grf = 0 0 0 0
coded_by_aegir._artwork_by_aegir-1/ae_cityw.grf =
british_town_names-2.1/brit_names.grf =
bobs_british_buses-0.2.1/bbbw.grf =
av8_aviators_aircraft_set-2.11/pb_av8w.grf =
av8_extra_aircraft.1.501/pb_av8exw.grf =
ecs_basic_vector_ii-1.1.219jun2011/ecsbas2.grf = 0
bats-0.4/batsv0.4w.grf =
ecs_wood_vector-1.1.219jun2011/ecswood.grf = 0
ecs_agricultural_vector-1.1.219jun2011/ecsagri.grf = 0
ecs_chemical_vector_ii-1.1.219jun2011/ecschem2.grf = 0
ecs_construction_vector-b527dec2010/ecsconstw.grf =
ecs_machinery_vector-1.1.219jun2011/ecsmach.grf = 0
long_vehicles-v404oct2008/4lvw.grf =
egrvts2-175/egrvts2.grf = 0 63 2 0
[preset-USA]
very_large_ships.0.1/vl_shipw.grf =
total_town_replacement_set-3.13/ttrs3w.grf = 1 0 2 1
total_bridge_renewal_set-1.2/total_bridges.grf =
suburban_stations-1/ae_subuw.grf =
rural_stations-1/ae_ruraw.grf =
narrow_gauge_track_types-1.0/ngtracktypes.grf =
modern_tram_set-3.1/motraset_r3.1.grf =
metro_track_set-2.1.0/metrotrackset.grf = 0 1 0 0 1 1 0 0 0 1
"metro_subway_set-prealpha3.1/metro subway set.grf" =
lumbermill.1.1/lumbermill.grf =
longer_girder__steel_bridge.1/longergirdersteelbridge.grf =
industrial_stations_renewal-0.8.1/indstatr.grf = 0 0 0
uk_railway_set_tracks-2.0/pb_trax.grf = 0 0 0 0
coded_by_aegir._artwork_by_aegir-1/ae_cityw.grf =
av8_aviators_aircraft_set-2.11/pb_av8w.grf =
av8_extra_aircraft.1.501/pb_av8exw.grf =
ecs_basic_vector_ii-1.1.219jun2011/ecsbas2.grf = 0
ecs_wood_vector-1.1.219jun2011/ecswood.grf = 0
ecs_agricultural_vector-1.1.219jun2011/ecsagri.grf = 0
ecs_chemical_vector_ii-1.1.219jun2011/ecschem2.grf = 0
ecs_construction_vector-b527dec2010/ecsconstw.grf =
ecs_machinery_vector-1.1.219jun2011/ecsmach.grf = 0
long_vehicles-v404oct2008/4lvw.grf =
egrvts2-175/egrvts2.grf = 0 63 2 0
combined_american_signal_set.1.1/ussigzw.grf =
north_american_renewal_set.2_03/nars2w.grf =
north_american_road_vehicle_set-0.1.2/narvs.grf =
us_town_names-1.0/us_towns.grf =
bats-0.4/batsv0.4w.grf =
[preset-NL]
very_large_ships.0.1/vl_shipw.grf =
total_town_replacement_set-3.13/ttrs3w.grf = 1 0 2 1
total_bridge_renewal_set-1.2/total_bridges.grf =
suburban_stations-1/ae_subuw.grf =
rural_stations-1/ae_ruraw.grf =
narrow_gauge_track_types-1.0/ngtracktypes.grf =
modern_tram_set-3.1/motraset_r3.1.grf =
metro_track_set-2.1.0/metrotrackset.grf = 0 1 0 0 1 1 0 0 0 1
"metro_subway_set-prealpha3.1/metro subway set.grf" =
lumbermill.1.1/lumbermill.grf =
longer_girder__steel_bridge.1/longergirdersteelbridge.grf =
industrial_stations_renewal-0.8.1/indstatr.grf = 0 0 0
uk_railway_set_tracks-2.0/pb_trax.grf = 0 0 0 0
coded_by_aegir._artwork_by_aegir-1/ae_cityw.grf =
av8_aviators_aircraft_set-2.11/pb_av8w.grf =
av8_extra_aircraft.1.501/pb_av8exw.grf =
ecs_basic_vector_ii-1.1.219jun2011/ecsbas2.grf = 0
ecs_wood_vector-1.1.219jun2011/ecswood.grf = 0
ecs_agricultural_vector-1.1.219jun2011/ecsagri.grf = 0
ecs_chemical_vector_ii-1.1.219jun2011/ecschem2.grf = 0
ecs_construction_vector-b527dec2010/ecsconstw.grf =
ecs_machinery_vector-1.1.219jun2011/ecsmach.grf = 0
long_vehicles-v404oct2008/4lvw.grf =
egrvts2-175/egrvts2.grf = 0 63 2 0
bats-0.4/batsv0.4w.grf =
dutch_catenary-1/dutchcatenary.grf =
dutch_rail_furniture-0.1.1/dutchrailfurniture.grf =
dutch_road_furniture-0.6.0/dutchroadfurniture.grf = 0 0
dutch_signals-1/dutchsignals.grf =
dutch_stations_set-1.0.0alpha/dutchstatw.grf =
dutch_town_names-2/dtnames.grf =
dutch_trainset_2-2.0.0alpha6/dutchtrains.grf = 0 0 4 4
dutch_trainset-1/dutchtrainsw.grf =
dutch_trainset_cargo_extension-1/dutchtrainscargoext.grf =
dutch_tram_set-2.0.0/dutchtramset.grf = 0 0
You should now be able to go into the NewGRF settings and choose which preset you want to use before starting a new game to get the appropriate vehicles!
What I expect will be frequently asked questions:
Q: Why is it complaining that I can't do this or that while the game is paused?
A: You can turn building while paused on or off in the menus. Advanced Settings -> Construction -> When paused allow...
Q: I'm playing in 1960 or something and I am still being offered horse-drawn carts?
A: Some people like certain vehicles, and they would otherwise become obsolete and unbuildable. Advanced Settings -> Vehicles -> Vehicles never expire (it's on by default because of this). I strongly recommend you turn this setting OFF as otherwise your buildable vehicles list can be absolutely huge!
Q: How do I build trams/electrified railways?
A: Hold the mouse button over the roads/railways button and choose the one you want from the drop down options.
Q: Why can't I build trams/electric trains?
A: You need to build the specific tram/electric train depot, the normal one for diesel buses/trucks/trains won't let you (no electrification for the vehicles to get in and out of the depot, see)
Q: I don't understand these signals!
A: Read the manual. To start with, try just using the most basic type of signal (at the far left). You can worry about presignals and other funky stuff later.
Q: Oh. And clicking to build the signal multiple times results in it changing orientation between each of the directions and then both directions!
A: Yes.
Q: My vehicle grinds to a halt halfway to its destination, what gives?
A: Make sure the road or railway to get there really is complete. You might be missing a single section of track or even overhead wires/third rail that you didn't spot when you were building.
Q: My trams won't come out of the depot!
A: Make sure tracks run all the way into the depot! It helps to build the tracks on the road first and then the depot, as the game then automatically makes the connections for you.
Q: What's a good starting year?
A: The original game started in 1930. You can start back in the 18th century, the mid-19th century to have access to decent trains or the start of the 20th century if you like. Hell, start in 2012 but you'll find the vehicles rapidly replaced by the bizarre fantasy stuff from Chris Sawyer's fevered imagination.
Q: Where are the opponents/I hate the opponents!
A: You can turn them off in the game difficulty settings. I prefer to play without them, as their AI is terrible and they just get in the way.
Q: Where do I change all these options anyway?
A: There's a lot of menus! Game options lets you change your currency and the side of the road vehicles drive on. Have a poke around in them before you start the game.
Q: Any other tips?
A: Sure!
-make sure you build signals at the end of your train platforms, to ensure that one platform being occupied doesn't preclude other trains from using the other platforms.
-start small and find a profitable route to find further expansion. Coal to a power plant is a very good one. A city bus or tram route is also a good one.
-plan ahead, and buy land in cities you intend to focus on. They'll have population booms later and if you have a big station surrounded by city it'll have thousands of passengers showing up. Don't forget to include buying land to build the tracks leading out too!
-combine stations so they share their passengers, cargo and catchment area. They have to be touching (though there are ways around this...)
-all but the least used railways should be double tracked. Use one way signals to ensure that trains go down the correct tracks, and this will run very smoothly. Put a crossover just before each station so they can turn around and get into each platform.
-stations don't start accepting cargo from nearby towns or industries until your vehicle capable of carrying it shows up. If you don't want to pick up mail from a certain station, for example, don't send a train with a mail car there.
-a lot of vehicles can be refitted to carry different types of cargo. Look at the vehicle while it's in a depot and there's a little icon of two crates that you can click on to refit them if it's possible.