Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15 16 ... 19

Author Topic: OTTD- "So I built a continent-dwarfing altar to my greatness." "Mine is bigger."  (Read 33380 times)

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.

I rediscovered this topic a few days ago. Between playing and reading the OpenTTD and #openttdcoop wikis, I haven't had time to even browse this forum.

Great to see that there is a server up.

(I finally managed to make something based on the concept described here)
Spoiler (click to show/hide)
Logged
Eh?
Eh!

Bluerobin

  • Bay Watcher
    • View Profile

Yeah I'm pretty guilty of exploiting planes this game. They made me enough money to fund my huge rail lines which then fed back into more planes and trains. And a few automobiles. But yeah, we could disable them if people felt they were unfair (which is totally legit and true). I'll look into the newGRFs you're talking about, they sound cool. I think I set the number of industries a little high this game, so I'm gonna take that down a notch next game. Do people want a smaller/bigger/different map next time? Feel free to put in requests for sizes/terrain for random maps or even for specific maps (there was talk of a sort-of-to-scale world map and a Europe/Africa map that sounded neat). Oh, also, votes for turning off inflation? After 200 years it's REALLY extreme.

Oh man... apparently we're into the 2100s. Yeah I think it's time to restart soon.
« Last Edit: July 16, 2010, 07:08:46 am by Bluerobin427 »
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

olemars

  • Bay Watcher
    • View Profile

I had a look at the newGRF list, and I'm pretty sure the ones I used in the past were Pikkabird's stuff. UKRS (UK Renewal Set) for trains (I see there's a UKRS2 now, but still under development), av8 for planes and Pikka's basic industries for goods. There's also (e)GRVTS for vehicles. Can't remember which one I used for new houses.
« Last Edit: July 16, 2010, 07:16:14 am by olemars »
Logged

head

  • Bay Watcher
  • Whoop Whoop.
    • View Profile

Heres my newgrf pack.

it has some awesome stuff new trains,new cars,new airplanes new industrys

http://mfi.re/?rr54x832eei36ud
Logged
Dev on Baystation12- Forums
Steam Username : Headswe

Bluerobin

  • Bay Watcher
    • View Profile

Ok what the hell. Apparently the server's down again, sorry guys. I won't be able to get it back up for about... 7 hours because I'm at work.  :( No idea what the problem is unless my internet's spazzing again (in which case both the internet connection and the server will come back up on their own at some point). In the meantime... have a good Friday I guess. I'll take a look at the newGRF packs you guys are mentioning here. Since it looks like we'll be starting a new game at some point soon I'll go ahead and ask again:

What are thoughts on map sizes/settings? Same size? New climate? Lower/higher water level (more/less land)? More/less hilly? Do we want to use a specific map (Europe, etc)?
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Charmander

  • Bay Watcher
  • [!!TAIL!!]
    • View Profile

I'd say turn on "vehicles never expire" at the very least. I'd probably also turn down industries and turn on "smoother economy" if it isn't on already.

I do like the UKRS, though. But that's more personal preference. Maglev sucks for complex junctions because it's harder to see the tracks.
Logged

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile

personally I like the 2cc trainset, but there's plenty of other good ones.

another mod that I never play without is industrial stations renewal. it's mainly cosmetic, but gives a great variety to to, well, industrial stations.
Logged

Bluerobin

  • Bay Watcher
    • View Profile

Well apparently the server's back up. I dunno what's happening with my internet, I haven't noticed it doing this before. It's definitely not my problem though, it's the provider.
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Bluerobin

  • Bay Watcher
    • View Profile

How do people feel about me restarting around 6pm EST (4.5 hours from now)? I'm thinking a similar map size using the UKRS, AV8, Pikka's basic industries and the brick chain (because more types of industries should be fun) as well as the total town replacement set (purely cosmetic graphics overhaul for town buildings). The number of industries is going to be set down one notch which should give us enough without putting two coal mines next to two power plants like it is now. I'm think of lowering the water level one as well to give us some more land, but I'm not sure. "Vehicles never expire" will be on so we won't have regular rails magically not being able to be built any more, but I'm not sure about turning off breakdowns. Also, do other people have thoughts on inflation? I haven't played enough multiplayer to know what the norm is for most options (except realistic train physics is on, as is smooth economy).

I really like the looks of the 2cc trainset and industrial stations renewal too... maybe next map if we're still going. Unless industrial stations renewal's compatible with UKRS, which it kind of looks like it might be.

Edit: Yeah, looks like they're compatible. We can add industrial stations in now and swap out 2cc for the UKRS trains next game if we want.

Edit2: Ok, so looks like the game will download the UKRS/ISR newGRFs but pikka's basic industries might have to be manually added. Should we leave them out to make it more accessible? It's not hard to add newGRFs by hand, it's just a step that some may not want to deal with, so I figured I'd ask. Also, anyone have a choice for the country of origin for city names? I was going to pick German because... well, because I like German (so you can tell I'm not really attached and would go for suggestions).

Haha... so I just realized there are a lot of questions in my posts. Sorry about that! If you really don't care, just show up around 6 EST and I'll have something set up.
« Last Edit: July 16, 2010, 01:30:17 pm by Bluerobin427 »
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Charmander

  • Bay Watcher
  • [!!TAIL!!]
    • View Profile

Breakdowns to reduced rather than off, certainly.

Constant breakdowns are annoying, and it saves some passenger deaths on extremely long-haul flights.

Also: change town layout to "better". Less stupid roads without the kinda crappy grid setup.
« Last Edit: July 16, 2010, 02:20:59 pm by Charmander »
Logged

olemars

  • Bay Watcher
    • View Profile

Yeah, I noticed the basic industries pack wasn't on the auto content service, so perhaps leave that out for now. But I recommend people to toy around with and get used to it solo, it puts a whole new challenge layer into the game.

EDIT: Oh yeah, UKRS has trains already in 1890 by the way.
« Last Edit: July 16, 2010, 02:27:32 pm by olemars »
Logged

olemars

  • Bay Watcher
    • View Profile

Oops, I was wrong about the start date for UKRS, it's the next version that will feature early locomotives. UKRS 3.04 has trains from 1920.

edit: *cough*
« Last Edit: July 16, 2010, 04:07:29 pm by olemars »
Logged

Bluerobin

  • Bay Watcher
    • View Profile

Alright, everything's set up for the new map. I'm doing windows updates right now because I started the server partway through doing them after reinstalling windows and I feel like I should have up to date security stuff. The only problem is that it's installing xp service pack 3 and I don't know how long it takes. It seems to be making good enough progress though and it should be done with stuff by 6. Also, I think I need to turn the computer around or maybe move it because the fan's blowing into a wall right now and I don't think it's happy. But yeah...

NewGRF info: all the ones we're using are part of the game's online distribution so when you try to join the game the first time it'll probably be like "hey, bud you don't have those newGRFs!" and then you'll click the
Spoiler: NewGRF Settings button (click to show/hide)
and then you'll click
and then
Spoiler: a couple more buttons (click to show/hide)
except your newGRFs won't be about Japanese stuff. Then it'll download and you'll be good to join.

Server name'll still be Bay12OTTD and password's still urist.
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Bluerobin

  • Bay Watcher
    • View Profile

Aaaand we're up. New map, newGRFs, starting in 1935. Go forth and build.
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

head

  • Bay Watcher
  • Whoop Whoop.
    • View Profile

keep getting kicked off.
Logged
Dev on Baystation12- Forums
Steam Username : Headswe
Pages: 1 ... 12 13 [14] 15 16 ... 19