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Author Topic: OpenTTD: Signal Finagling simulator.  (Read 34499 times)

Zanzetkuken The Great

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Re: OpenTTD: Signal Finagling simulator.
« Reply #240 on: July 10, 2016, 01:34:14 pm »

Can autorenew even be set up by clients, or does it have to be set up by the host for everyone?

It's available to you, just have to look under the 'expert' level of options.

Also since the map is apparently flooded, are you guys still running that map or should we pick up a new one?

If we wind up with a new one, could we get an Alpine mountainous 1024x1024 with a max height of 50 and low sea level map?  That should make for one with a decent challenge to it.
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SOLDIER First

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Re: OpenTTD: Signal Finagling simulator.
« Reply #241 on: July 10, 2016, 01:35:20 pm »

I'm imagining lots of trestle bridges and I love it.
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Zanzetkuken The Great

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Re: OpenTTD: Signal Finagling simulator.
« Reply #242 on: July 10, 2016, 01:47:53 pm »

I'm imagining lots of trestle bridges and I love it.

Maybe to add a bit more of a challenge, we could boost the cost of using the landscaping tools or disable them, if that is possible.  Would have people need to plan a fair bit more than brute forcing everything.  If people don't want that, I'll probably impose that on myself to see what happens.  Possibly go with a personal challenge to provide the city with my HQ every resource chain.  Those two combined should make an interesting game, in my opinion.
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Aklyon

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Re: OpenTTD: Signal Finagling simulator.
« Reply #243 on: July 10, 2016, 01:54:06 pm »

Can autorenew even be set up by clients, or does it have to be set up by the host for everyone?

It's available to you, just have to look under the 'expert' level of options.

Also since the map is apparently flooded, are you guys still running that map or should we pick up a new one?

If we wind up with a new one, could we get an Alpine mountainous 1024x1024 with a max height of 50 and low sea level map?  That should make for one with a decent challenge to it.
I'll mess with some map settings that I've re-sorted out my portforwarding. In the meantime, I've updated the grfs list in the PWYB post and updated OTTD. Have a look at them.

ninja'd: I'd rather just leave the landscaping alone, things aren't cheap to begin with at first and by the time people have lots of money people stop being on as much anyway.
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Orange Wizard

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Re: OpenTTD: Signal Finagling simulator.
« Reply #244 on: July 10, 2016, 06:18:17 pm »

Yeah landscaping's pretty expensive, probably not worth it.

Also since the map is apparently flooded, are you guys still running that map or should we pick up a new one?
I woke up and took the server down seeing as it as 2035.
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BigD145

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Re: OpenTTD: Signal Finagling simulator.
« Reply #245 on: July 11, 2016, 12:15:59 am »

Turning water into land is expensive. Turning land into water is not. You just leave a dike and then tear it down.
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martinuzz

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Re: OpenTTD: Signal Finagling simulator.
« Reply #246 on: July 11, 2016, 04:13:06 pm »

Back in highschool days, me and a friend had so much fun with (the original) transport tycoon. We used to build huge cities at sea level, then break the dikes and watch millions drown. This was back in the days when multiplayer meant actually carrying your gaming rig to your friend and setting up a LAN because even though that 14k4 modem was nice, it didn't quite cut it for gaming. Good old days.

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« Last Edit: July 11, 2016, 04:15:38 pm by martinuzz »
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Micro102

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Re: OpenTTD: Signal Finagling simulator.
« Reply #247 on: July 11, 2016, 08:11:35 pm »

I'm having trouble figuring out a way to get 3 trains to fill to capacity at a two lane terminal station. Is it possible? Because they keep getting stuck.
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Shadowlord

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Re: OpenTTD: Signal Finagling simulator.
« Reply #248 on: July 11, 2016, 09:45:40 pm »

Three tracks, two stations?

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Micro102

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Re: OpenTTD: Signal Finagling simulator.
« Reply #249 on: July 11, 2016, 10:19:29 pm »

No... 3 trains and a 2 lane station. Only 2 tracks leading in.
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SOLDIER First

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Re: OpenTTD: Signal Finagling simulator.
« Reply #250 on: July 11, 2016, 10:34:20 pm »

lots of signals
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Shadowlord

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Re: OpenTTD: Signal Finagling simulator.
« Reply #251 on: July 11, 2016, 10:39:25 pm »

I was suggesting a third lane, so the trains could all have one.

Playing today, I set up some stuff with the simplest signal, having failed to get the more advanced ones to do anything sensible, and yet it seemed less efficient than simply building a separate track and stations (lanes, if saying that is important to you) for each.
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SOLDIER First

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Re: OpenTTD: Signal Finagling simulator.
« Reply #252 on: July 11, 2016, 10:48:30 pm »

someone help me make train lines that actually earn me money
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Zanzetkuken The Great

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Re: OpenTTD: Signal Finagling simulator.
« Reply #253 on: July 11, 2016, 11:18:19 pm »

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Shadowlord

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Re: OpenTTD: Signal Finagling simulator.
« Reply #254 on: July 11, 2016, 11:43:59 pm »

See this.

Also, yes, totally up for playing this again if anyone else wants to.

*attempts to read*
*doesn't understand what it is saying*
*stops reading*

Back in my day there wasn't no such thing as pre-signals, whatever those are, and you only crossed your tracks if you wanted to make your trains collide! *shakes imaginary walking stick*
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