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Author Topic: OpenTTD: Signal Finagling simulator.  (Read 34591 times)

miauw62

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Re: OpenTTD: Signal Finagling simulator.
« Reply #75 on: September 07, 2014, 10:34:53 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.
breakdowns in DF is when a dwarf goes on break.
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Sergarr

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Re: OpenTTD: Signal Finagling simulator.
« Reply #76 on: September 07, 2014, 11:14:20 am »

also dwarves do tend to get random injuries, especially if working near an operational railway system.
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Aklyon

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Re: OpenTTD: Signal Finagling simulator.
« Reply #77 on: September 07, 2014, 11:35:13 am »

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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 #78 on: September 07, 2014, 12:28:30 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?

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.
breakdowns in DF is when a dwarf goes on break.
Or seeks a drink or sleeps or attends a meeting. Do you also play with no_fear, no_needs, etc, werty?

Maintenance is not hard mode. Maintenance is not a problem. Inflation IS. That's nightmarish. That's dwarfs requiring more and more sleep/food/booze in a given day. So much they couldn't fulfill their needs if they did nothing but eat/sleep/drink every second of every day. If as a player you sleep for even 4 hours in a multi day game of OpenTTD you will be broke before you wake up.
« Last Edit: September 07, 2014, 12:45:17 pm by BigD145 »
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werty892

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Re: OpenTTD: Signal Finagling simulator.
« Reply #79 on: September 10, 2014, 03:41:40 pm »

« Last Edit: September 10, 2014, 04:50:56 pm by werty892 »
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Defacto

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Re: OpenTTD: Signal Finagling simulator.
« Reply #80 on: September 11, 2014, 04:10:11 pm »

I used to play a lot of OpenTTD on my own, but I've never played multiplayer. This looks nice! Can I join?
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Aklyon

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Re: OpenTTD: Signal Finagling simulator.
« Reply #81 on: September 11, 2014, 05:01:22 pm »

I used to play a lot of OpenTTD on my own, but I've never played multiplayer. This looks nice! Can I join?
If you can find the password, and preferably are part of the forums here.
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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.

werty892

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Re: OpenTTD: Signal Finagling simulator.
« Reply #82 on: September 11, 2014, 07:36:21 pm »

If you actually know how to build trains please come play. I need some competition in train land. Everyone else uses boats or buses or planes or terrible point to point connections. Bluh

Aseaheru

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Re: OpenTTD: Signal Finagling simulator.
« Reply #83 on: September 11, 2014, 09:09:22 pm »

I sorta know how to train, although I cant get that shit to upgrade right or even fucking maintain themselves correctly.
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BigD145

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Re: OpenTTD: Signal Finagling simulator.
« Reply #84 on: September 11, 2014, 09:20:22 pm »

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werty892

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Re: OpenTTD: Signal Finagling simulator.
« Reply #85 on: September 12, 2014, 04:54:37 pm »

So for no particular reason, how would one view a 109MB image?

Because I certainly did not crash my client and choke the server for a minute or two trying to get a picture of our waterworld.
Good times on the multiplayer server. Come join!

Aklyon

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Re: OpenTTD: Signal Finagling simulator.
« Reply #86 on: September 12, 2014, 04:57:12 pm »

The desert map is up now, btw.
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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.

Vortex Rikers

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Re: OpenTTD: Signal Finagling simulator.
« Reply #87 on: September 13, 2014, 12:24:12 am »

The desert, I'm not going to say 'impossible', but a major pain in the
Spoiler (click to show/hide)

Sure you can bring the necessary goods and food, but you have to make sure they arrive at the same time and in sufficient quantity.
Now, quantity isn't the problem, but I have no way to time it right for a town to grow. Is there any workarounds around this problem?

P.S Cool game much fun trains can go derail themselves.
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Darkening Kaos

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Re: OpenTTD: Signal Finagling simulator.
« Reply #88 on: September 13, 2014, 12:56:40 am »

Sure you can bring the necessary goods and food, but you have to make sure they arrive at the same time and in sufficient quantity.
Now, quantity isn't the problem, but I have no way to time it right for a town to grow. Is there any workarounds around this problem?

Use one train with different carriages to carry each cargo.  That way, you meet the requirements all the time.
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Micro102

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Re: OpenTTD: Signal Finagling simulator.
« Reply #89 on: September 15, 2014, 12:28:01 pm »

Well seeing as how this thread is currently active and the general thread is 2 years since the last post, I'm going to ask for help here and avoid adding to the mound of dead TTD threads.

I am having some trouble running this game. I downloaded from abandonia, and at first I had an error saying that dplay.dll was missing, so I copied dplayx.dll and renamed it, that worked but then the game crashed very quickly. while in windowed mode it would give me the message "TTDLOADW.OVL has stopped working". I've tried deleting the file to let it create a new one, but to no avail. I tried installing the TTDpatch but it too crashes.

I'm on windows 7, I have a feeling that is a big part of it.
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