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Author Topic: OpenTTD: Signal Finagling simulator.  (Read 34563 times)

BigD145

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Re: OpenTTD: Signal Finagling simulator.
« Reply #60 on: September 06, 2014, 07:38:42 pm »

FISH has been replaced by Squid ate FISH. ECS and FIRS vehicle set is largely unnecessary and will cause repeats with OpenGFX+ sets. 2cc, OpenGFX, and other current train sets have ECS and FIRS compatibility built in. 2cc is often daunting, but it has plenty of trains to play with. I'm partial to the "Renewed City Growth" game script. It makes it so you have to deliver various goods to a city to make it grow faster.
« Last Edit: September 06, 2014, 07:40:22 pm by BigD145 »
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SOLDIER First

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Re: OpenTTD: Signal Finagling simulator.
« Reply #61 on: September 06, 2014, 07:41:33 pm »

What about trains turning around in stations?
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Aklyon

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Re: OpenTTD: Signal Finagling simulator.
« Reply #62 on: September 06, 2014, 07:45:42 pm »

FISH has been replaced by Squid ate FISH.
I did see that, but it seems to be a different set of ships entirely based on the british fleet? I kinda liked the old set, is there a big difference between the two?

What about trains turning around in stations?
Thats on. Most unmentioned settings should be the 1.4.2 defaults, but you can ask anyway if theres one you want to know of.
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Crystalline (SG)
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Quote from: RedKing
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.

BigD145

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Re: OpenTTD: Signal Finagling simulator.
« Reply #63 on: September 06, 2014, 08:07:35 pm »

I've been playing Squid up to 1940 or 50 or so and it seems identical to FISH. Hmm. Maybe it is smaller. I may check with a 2040 game start.

I guess you could use them together without much problem. There aren't many boat grf's to begin with. Squid is just more interesting. Some of the steamers are faster on ocean versus river. FISH completely unlocks early. Squid unlocks over the course of the game.
Spoiler (click to show/hide)
« Last Edit: September 06, 2014, 09:36:13 pm by BigD145 »
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SOLDIER First

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Re: OpenTTD: Signal Finagling simulator.
« Reply #64 on: September 06, 2014, 10:39:07 pm »

Two things I hope are in are coffee/rubber and trading posts. Great money, they are.
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werty892

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Re: OpenTTD: Signal Finagling simulator.
« Reply #65 on: September 06, 2014, 11:33:25 pm »

A server? Sweet.
However, can we have a vanilla game before we dive into mods? Just for the sake of people with lower skill levels. In addition, no breakdowns for vehicles is required. Having it just messes everything up.
Another mod you might want to throw in is the Daylength mod, so games last multiple days instead of just one.

Otherwise, everything looks great.

SOLDIER First

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Re: OpenTTD: Signal Finagling simulator.
« Reply #66 on: September 06, 2014, 11:36:01 pm »

Daylength?
also they're called newgrfs not mods u scrub
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Aklyon

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Re: OpenTTD: Signal Finagling simulator.
« Reply #67 on: September 06, 2014, 11:41:57 pm »

We could have a game with one of the basic firs economies instead of the huge standard one, or the equivelant in ecs. Or neither, but aside from them everything is just more vehicular things, unless we include the Renewed City Growth thing. More vehicles by themselves don't add any particular difficulty really. Why no breakdowns in particular though, doesn't that make reliability and possibly autorenew as well irrelevant?
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Crystalline (SG)
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Quote from: RedKing
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.

Mapleguy555

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Re: OpenTTD: Signal Finagling simulator.
« Reply #68 on: September 06, 2014, 11:53:34 pm »

So who is hosting, and will there be a PW system to avoid company griffers?
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werty892

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Re: OpenTTD: Signal Finagling simulator.
« Reply #69 on: September 07, 2014, 12:17:52 am »

We could have a game with one of the basic firs economies instead of the huge standard one, or the equivelant in ecs. Or neither, but aside from them everything is just more vehicular things, unless we include the Renewed City Growth thing. More vehicles by themselves don't add any particular difficulty really. Why no breakdowns in particular though, doesn't that make reliability and possibly autorenew as well irrelevant?

That seems fine. I just don't want to drown people.

Breakdowns are just pointless really, they add artificial difficulty that you can do nothing about. It's just not a fun mechanic. Lots of the fun in openttd is making networks that flow smoothly, and breakdowns make that impossible, because no matter what you do, a train can die on the main line and freeze your entire network. It does not get rid of autorenew, because as vehicles age they get slower, breakdowns or no breakdowns.

miauw62

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Re: OpenTTD: Signal Finagling simulator.
« Reply #70 on: September 07, 2014, 06:09:05 am »

Why do you turn 90 degree turns on? :c
I like at least a little bit of challenge.

Also, what's the setting for property maintenance?

And I prefer FIRS to ECS, really.

(but pssh, maybe you should make a new thread for this in pwyb)

Also, I don't think mods really make the game more complicated. You just get more vehicles to play with and more types of cargo to transport.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

BigD145

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Re: OpenTTD: Signal Finagling simulator.
« Reply #71 on: September 07, 2014, 09:06:10 am »

We could have a game with one of the basic firs economies instead of the huge standard one, or the equivelant in ecs. Or neither, but aside from them everything is just more vehicular things, unless we include the Renewed City Growth thing. More vehicles by themselves don't add any particular difficulty really. Why no breakdowns in particular though, doesn't that make reliability and possibly autorenew as well irrelevant?

That seems fine. I just don't want to drown people.

Breakdowns are just pointless really, they add artificial difficulty that you can do nothing about. It's just not a fun mechanic. Lots of the fun in openttd is making networks that flow smoothly, and breakdowns make that impossible, because no matter what you do, a train can die on the main line and freeze your entire network. It does not get rid of autorenew, because as vehicles age they get slower, breakdowns or no breakdowns.

Careful planning can keep breakdowns from clogging your mainline. Setting maimtenance imtervals can keep breakdowns to a minimum. Having trains break on a hill is part of building your track to minimize that problem and minimize its effects on a mainline or other trains.

You just want easy mode where you replace trains with faster trains in existing lines as they come up in time. Sounds boring. Go play Locomotion.
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Aklyon

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Re: OpenTTD: Signal Finagling simulator.
« Reply #72 on: September 07, 2014, 09:23:42 am »

So, adjustments. If this sounds good to ye, I'll make a post in pwyb after I update Crystalline.
Newgrfs added:
FIRS (Economy: Temperate Basic)
ecs/firs vehicle set is out
uk railway set is out
2cc set 2.0.0 beta 5 (Wagons can run faster than design on)
8/32bpp Trains 2CC
Squid Ate FISH rc-8 (improved canal/aqueduct/lock costs on)

Settings:
90 degree turns for trains and boats off
Infrastructure maintenance off (This is a default setting, is this what you were looking for miauw?)
Enable railroad car speed limits off (wasn't sure if the default on conflicts with the wagons can go faster than design setting?)
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Crystalline (SG)
Sigtext
Quote from: RedKing
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.

miauw62

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Re: OpenTTD: Signal Finagling simulator.
« Reply #73 on: September 07, 2014, 09:57:27 am »

90 degree turns for trains and boats off
\o/ (idk, it always feels a bit cheaty to use 90 degree turns)
Quote
Infrastructure maintenance off (This is a default setting, is this what you were looking for miauw?)
Yeah, thanks. Infrastructure maintenance killed me on the last server.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

werty892

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Re: OpenTTD: Signal Finagling simulator.
« Reply #74 on: September 07, 2014, 10:20:37 am »

We could have a game with one of the basic firs economies instead of the huge standard one, or the equivelant in ecs. Or neither, but aside from them everything is just more vehicular things, unless we include the Renewed City Growth thing. More vehicles by themselves don't add any particular difficulty really. Why no breakdowns in particular though, doesn't that make reliability and possibly autorenew as well irrelevant?

That seems fine. I just don't want to drown people.

Breakdowns are just pointless really, they add artificial difficulty that you can do nothing about. It's just not a fun mechanic. Lots of the fun in openttd is making networks that flow smoothly, and breakdowns make that impossible, because no matter what you do, a train can die on the main line and freeze your entire network. It does not get rid of autorenew, because as vehicles age they get slower, breakdowns or no breakdowns.

Careful planning can keep breakdowns from clogging your mainline. Setting maimtenance imtervals can keep breakdowns to a minimum. Having trains break on a hill is part of building your track to minimize that problem and minimize its effects on a mainline or other trains.

You just want easy mode where you replace trains with faster trains in existing lines as they come up in time. Sounds boring. Go play Locomotion.
So you dismiss my entire ability to play the game because I don't like a certain setting? Because breakdowns do not make the game harder, they just make it more tedious. The equivalent of breakdowns in Dwarf Fortress would be if dwarfs could get randomly injured while doing anything. Hauling a boulder, he drops is on his foot and can't walk anymore. Chopping a tree? It falls on him. Is this fun? No, not at all. Does it add anything but tedium and artificial difficulty? Nope. Exact same thing with breakdowns.
So, adjustments. If this sounds good to ye, I'll make a post in pwyb after I update Crystalline.
Newgrfs added:
FIRS (Economy: Temperate Basic)
ecs/firs vehicle set is out
uk railway set is out
2cc set 2.0.0 beta 5 (Wagons can run faster than design on)
8/32bpp Trains 2CC
Squid Ate FISH rc-8 (improved canal/aqueduct/lock costs on)

Settings:
90 degree turns for trains and boats off
Infrastructure maintenance off (This is a default setting, is this what you were looking for miauw?)
Enable railroad car speed limits off (wasn't sure if the default on conflicts with the wagons can go faster than design setting?)
Sounds good. If you're using 90 degree turns, you're doing it wrong anyways.
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