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Author Topic: OpenTTD Server -- Let's Build Insane Trains Together  (Read 47837 times)

Djohaal

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #105 on: September 08, 2013, 10:33:27 pm »

Also two to-do things for the next iteration.

Earlier boat pack. (boats show up like in 1930)
Airport packs. It's 1966 and airplanes are still locked for us.  ???

And a third: Maybe slower time progression? I'll miss all the 1970-2000 timeframe because of sleep and work tommorow. Simutrans had an option where you could increase the lenght of months and slow down the overal timeframe progression.

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« Last Edit: September 08, 2013, 10:40:11 pm by Djohaal »
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

BigD145

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #106 on: September 08, 2013, 10:36:54 pm »

Is there a gameplay module for OTTD that makes passanger routing similar to simutrans? (it's much more fun that way IMO), we could include that in the someday-future-next-server-reboot

if you mean having passangers wanting to get to certain locations (and cargo too) and doing more than one stop for that, then there is a module for that I remember using when I last did OTTD several years ago

http://www.openttd.org/en/download-cargodest
It's a separate fork.
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Hugehead

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #107 on: September 08, 2013, 11:58:57 pm »

Is there a gameplay module for OTTD that makes passanger routing similar to simutrans? (it's much more fun that way IMO), we could include that in the someday-future-next-server-reboot

if you mean having passangers wanting to get to certain locations (and cargo too) and doing more than one stop for that, then there is a module for that I remember using when I last did OTTD several years ago

http://www.openttd.org/en/download-cargodest
It's a separate fork.
As you can see that was last updated 5 years ago, but it's actually being built into the current version. I've been playing multiplayer with some friends with one of those trunk builds that has it built in.
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QuakeIV

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #108 on: September 09, 2013, 01:54:20 am »

My server is now closed.  PM me if one of you wants the save for some reason.
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BigD145

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #109 on: September 09, 2013, 07:33:14 am »

Is there a gameplay module for OTTD that makes passanger routing similar to simutrans? (it's much more fun that way IMO), we could include that in the someday-future-next-server-reboot

if you mean having passangers wanting to get to certain locations (and cargo too) and doing more than one stop for that, then there is a module for that I remember using when I last did OTTD several years ago

http://www.openttd.org/en/download-cargodest
It's a separate fork.
As you can see that was last updated 5 years ago, but it's actually being built into the current version. I've been playing multiplayer with some friends with one of those trunk builds that has it built in.

Got a link?
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Aklyon

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #110 on: September 09, 2013, 08:41:43 am »

Also two to-do things for the next iteration.

Earlier boat pack. (boats show up like in 1930)
Airport packs. It's 1966 and airplanes are still locked for us. ???
Would this work for boats, and this for planes?
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BigD145

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #111 on: September 09, 2013, 09:09:33 am »

Also two to-do things for the next iteration.

Earlier boat pack. (boats show up like in 1930)
Airport packs. It's 1966 and airplanes are still locked for us. ???
Would this work for boats, and this for planes?

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I wouldn't mind joining the next game just to learn track networks. I've never been very good with them.
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miauw62

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #112 on: September 09, 2013, 09:15:43 am »

Also, planes are disabled because most people find them OP.
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Aklyon

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #113 on: September 09, 2013, 09:23:43 am »

Also, planes are disabled because most people find them OP.
Planes Helicopters worked fine on the map before the 1800s one. People were using them at the end to quickly expand the tiny HQ isle town because why not.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Djohaal

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #114 on: September 09, 2013, 10:06:02 am »

Meh, no fun without planes. But yeah I liked the new ship set. Also cargodest been dead since 2008, but there's a new iteration of it.. cargodist :P
« Last Edit: September 09, 2013, 10:23:06 am by Djohaal »
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Rose

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #115 on: September 09, 2013, 10:27:26 am »

Cargodist is actually now merged into the main game, at least if you play the nightlies.
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Djohaal

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #116 on: September 09, 2013, 10:33:40 am »

Cargodist is actually now merged into the main game, at least if you play the nightlies.

Aha, that's why it wasn't included in the stable. gonna check out the nightly builds.

I'm gonna do some fidgeting with GFR packs and settings on the build with cargodist, if i I figure out something interesting I might host an experimental game. Can't guarantee 100% uptime, but we shall see.
« Last Edit: September 09, 2013, 10:35:37 am by Djohaal »
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

BigD145

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #117 on: September 09, 2013, 11:19:56 am »

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Djohaal

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #118 on: September 09, 2013, 11:33:24 am »

Ok so setting up my stuff. I can't seem to disable the stock industries, so the game is generating both ECS and stock factories. What sorcery must be done? :o,

All solved, gonna run a testrun of the server, if no major derps happen we have a candidate.
« Last Edit: September 09, 2013, 11:41:13 am by Djohaal »
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

BigD145

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Re: OpenTTD Server -- Let's Build Insane Trains Together
« Reply #119 on: September 09, 2013, 11:45:03 am »

Cargo dist at asymmetric or symmetric?
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