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Messages - Kyrre

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46
New Server Proposals / The Transporter (dual conditional win)
« on: August 10, 2018, 11:14:31 pm »
First off I've made a screenie to make it easier to explain, see attached (ideally first).

This is an idea is similar to x2/x3 but in reverse; instead of transporting to a city chosen by the player, whereupon a secondary industry is created upon claiming a town, we instead have a secondary industry created within a red centre, see "x" on attachment/picture.  That industry will have the same name as the town, regardless of it being nowhere near it, and it is only created by one player, it can only accept cargo by the owner of the town.  Primary and secondary industries can be used with the exception of oil since refineries won't place well in the centre of the map.  Cleansed companies take their industry with them, otherwise goaty could potentially fill up the "x".

In the picture, everything within the "x" is where the players' industry is created, a news item will let the player know where it is, but they can also look it up.  Within the "x" a player can not claim a town.
Within the "y" section, a player can also not claim a town but can build freely (like they can in "x"), these areas can be identified or not (up to whoever wants to code it), similar to how CB is currently defined.  The purpose of "x" & "y" is to stop camping.

Whether or not we should incorporate a dual conditional win or not again is up to you guys, but if we were to have a set amount of transported goods as one goal, along with a CB population target for a town claimed less than 500 population, and have the landscape set as desert (water towers needed), (where we can also buy sawmills, like on s3), that would hasten the game somewhat.

Finally "z" in the picture is everywhere a player can claim a town, the usual conditions apply for a claim.

If it's decided that it's primary industries only then the above is for that eventuality.
If it's decided that it's for secondaries industries only, then it would make sense for the created industry to be specifically tied to the CB requirements of claimed town, ergo, non-named cargo from a source bearing any other name than it's own CB town, would not go towards it's required goods tally (so infinity goods could be delivered for example, but only those from the linked factory will count). Others remain unchanged, so that steel, valuables, water etc requirements function as normal for CB.

Start year: 1970
Max Loan: £200,000
Aeroplane Limit: 10
Road Vehicle Limit: 75
Train Limit: 50 (it's CB)
Controversially I'd also put breakdowns on.

47
Hi, this is my 3rd favourite N-ice server (after s9, x4), so I've played it a fair bit.  Whilst the setup is rewarding as it stands, just for the hard slog pre-2000, yet the score's derived via its equation does not promote early starts.
The average score for everyone finishing before 2000 AD (850 perf), is approx 165 pts, average score for starting/finishing post-2000 AD; 200+ pts.
What takes approx 25-35 years at the start takes 10-15 years, later.  This is largely due to ever-growing cities and productions of industries, along with increases in speed and capacity for trains/vehicles.

Therefore as it's a test server, could we make some changes?
Not that I'm in a position to, but, if I were, this is what I'd change:
The x1 server

Start Year: 1945
End Year: 1999
Initial loan: £150,000
Interest rate: 3%
Train limit: 250
Road Vehicle limit: 250
Boats (enabled) limit: 25
Construction costs: Medium
Water construction/landscaping: Expensive

As this server is significantly harder than previous, I'd expect some tweaking on how the score is worked out, so an 8-hour game (perf 850) would net around 350 pts.
I'd also try to get a score decreaser which affects the score received for starting later (one may already exist).

The x1b server

Start Year: 1998
End Year: 2020 (try it ^^)
Initial loan: £300,000
Interest rate: 2%
Train limit: 150
Road Vehicle limit: 250
Boats (enabled) limit: 25
Construction costs: Reduced

I'd also allow a takeover of other companies, via shares, where a takeover can only take place if they are receiving profit warnings (we'd still have to wait to be offered though), a proportionate reduction in cost allocated if owning shares in the company offered.

These tweaks for "x1b" should make the server frantic :). and the score would be justified.  Especially annoying (in a good way) is the transition from electric rail to monorail, and if the player waits to start with monorail, then others potentially could have the opportunity to buy them out via shares, knowing they're likely to get profit warnings in the early days :) (we'd have to allow share buying immediately, but after loan is paid off).  Every day counts on this server, very much akin to x4.

-------------------------

I attach an example of the annual leaderboard from x1, I wonder if you notice a trend...

48
Complaints / Re: Goaty being a nuisance
« on: August 06, 2018, 02:20:28 pm »
in the next game: see attached.

49
Complaints / [Confirmed] Goaty being a nuisance
« on: August 06, 2018, 12:40:47 pm »
At one point Goaty had 10 companies and was trying in vain to restart map and kick anyone who dared to reply.

I can't ensure a lifetime ban, but he needs one.

See attached.

Server 9 this was on, game ending: 2018-08-06 12:37:28

50
General / Re: Town Growth Conditional Order method
« on: October 22, 2017, 02:04:48 am »
Prior to this method being utilised by green, city growth was better in my smaller less populated town (and not a city).

But it is certainly easier to implement and accomplishes the same thing...

51
General / Town Growth Conditional Order method
« on: October 22, 2017, 01:58:26 am »
Ok, I've been using these orders for a few months, I've conquered the bus/trucks, and I'm making progress with the train version, however, despite trying to explain it to the admins, a tutorial is probably the best way to go;

Conditional orders 1.png shows the completed order set of a bus for a town, which affects the town growth as indicated in the red circle.  Whilst you may notice the comparable city owned by green shows a lower/better town growth it also shows the number of houses and type of town.

Conditional orders 3.png shows you where to select conditional orders, but note in order to affect a number you'll need to highlight the next, so in this case, to affect order 1 I've highlighted order 2, before selecting conditional orders.

Conditional orders 4.png is where the confusion lies :).  After we've selected conditional orders as set out above, we then select a destination to skip to, in this case, highlighted in red, but note that order whilst numbered in picture as 5, was in fact 4, prior to selection, as order 2 was created when we selected order 4, for the conditional order.

What this does is make a bus travel to all 3 close stations, unless it's reached 100% load at any point at which point it skips to last order.
The possibilities are endless and the highest order count I've been bothered to chain is 86 :).
When you make a chain with 10+ stations then only the stations served to affect the score, and given when towns are big, the 1st station usually has enough passengers to allow conditional orders to work best when that station runs dry then automatically moves on to next on the list.  A completed order list doesn't resume from where it left off, so each time it starts from the 1st order.

There is an alternative, which is why I highlighted the other cities growth too on Conditional orders 1.png, which is on Conditional orders 2.png





52
Testserver x1 - Temperate 1 Bilion Goal / Login problems
« on: August 03, 2017, 03:22:08 pm »
Was playing this server, which is proving popular.  and thought i'd log in earlier than usual, but it wouldn't let me, despite informing me that i was already logged in, when i wasn't.  When i won, i wasn't logged in, despite it telling me i was..  Good eh!

53
Tech talk / Re: Website revamp
« on: February 10, 2017, 05:23:11 pm »
Hi Myhorta,

Firstly I think for starters the website should incorporate "Grammarly" into it which I picked up for free and is available from (https://www.grammarly.com/).  However for me, it's an extension for chrome so I don't know if it can be incorporated into a website (I'm never going to be a coder), but it is certainly handy for posts and threads where English is not the first language of the poster.

The second improvement I'd like to see would be a query section where players can raise issues, without directly accusing others of foul play, and also incorporating a poll/comment section to see what the general public (as opposed to just admins) feel is the right solution to any such issue.  If unsure what I'm getting at, have a look at this site: (http://www.debate.org/polls/which-is-the-best-gaming-console), by the way, I just choose a random subject at debate.org to show you what I meant, but as you can see, there is both the option to vote in a poll and comment if the voter so wishes.  This could be invaluable for ironing out common rule breaks/or formation of new rules yet un-invented.

Other improvements I'm sure I'll come up with in time ^^

Regards,

Kyrre

54
Complaints / Re: Today on server #8
« on: January 24, 2017, 08:00:18 pm »
Hi Max64, almost the right place, I know I said the forum, under complaints, but this thread infers me and or admins support sabotage, which we do not!  However, I do support your assertion that mex was overstepping the mark for fair play, and violating many rules in the process.  As far as I'm aware, mex is yet to register here, so all we have is his IP (178.2.193.138) to identify him.  As you saw in the game, I did have a long chat with mex, and created a company to show him what was allowed and what wasn't, I think he gets it now, though I did stress that should another player in future call an admin about his actions I would seek a ban for him.

However I too have attached a png, of someone else who I consider was also bending the rules to get an unfair advantage, and perhaps other admins can decide if those breaches warrant any action.
Whilst I did say to the player what the problem was, and the railway part was fixed relatively quickly, the bus/truck station was not, and as I had limited time, I could not ensure that it was remedied.

Lastly, the 3rd player (pink) was cheating the most as they had super spreads and they were no longer logged in.

I can only apologise for the lack of admin support when you requested it.

55
Apply to become an admin! / [Admin] Kyrre's Application to be an Admin
« on: January 18, 2017, 02:34:28 am »
Nickname Kyrre

Age 40

Location England

Explanations
  Never cheated on N-ice, other than confessing (in certain threads) risky behaviour, which seemingly went unpunished.

The main reason that made you want to become an n-ice admin
  To enforce the rules when others are not available to enforce them.

How much are you online weekly
  TBA: However i'm on N-ice servers around 20 hours a week, could be more if I wanted, but do other stuff...

What is your current domain of work/ study
  Almost retired, jack of all trades, master of none!  Work a little, play a lot.

56
General / The spreading issue (with a picture)
« on: January 10, 2017, 06:25:21 pm »
First off I'm not an admin, so I can't verify if this is correct, but as I understand it, this is how it is.

See the picture.

57
Ban/Unban Requests / [Solved] Unban request for me and 2 others at least
« on: January 08, 2017, 07:14:33 pm »
I, miron85PL and even Naz, have been autobanned from all servers.

I include a screenshot, (if it helps, i don't know).

Funny thing was i was only playing x2 just before i got banned, and as it's mail cargo atm, i left to play s3 for a bit, where upon i got banned, for being a zombie.  used shoutbox a bit, which confirmed Naz and miron we're also banned...

Dare say the admins are aware of what's going on.  I'm sure i speak for the others, we'd like to be unbanned please :)

58
Ban/Unban Requests / [Punished] Great score, but great spreading.
« on: January 07, 2017, 03:19:01 pm »
See screens...

I thought i did well a few days ago when i completed s3 in 7 years, but seeing this guy finish it before me (in 6 years as per their profile) and net double the points, well... makes you wonder if all their games are won this way..

59
Complaints / Capitalita Revenge player
« on: September 03, 2016, 12:50:35 pm »
Hi, currently playing Long goal, now that i have a super computer (4 core), and can handle it, whereas i couldn't before.
There's a player here who loves the idea of not following any rules, and as such has taken offence to the idea of using a 6 tile long bridge to cover a 4 line track, as shown in picture one.

As a result several years ingame later he decides to utilize both flags/roads/railway lines to block my tunnels, then calls an admin for call me out on cheating.
the game logs should reveal a flag was placed by them reading "F off", but subsequently changed forthwith.

60
Suggestions / Idea: (A Silly One) The Death Server
« on: April 27, 2016, 10:10:30 am »
I think i'll have to post this one on the openttd boards, as it may require a fair bit of programming.

It's similar to the cargo goal servers, but instead of acruing cargo in a town, we're reducing the populous of all cities in the map, we'd go about doing this not by destruction (which would be disallowed by all authorities on the map, including existing roads), but by introducing either oil or goods (aka pollution) to each city (open to debate), the more that is transported in, the more inhabitants die off, and therefore could result in another genre of game (albeit a less than moral one, but it is a game, and games don't have to be moral; CoD for example).

Whether or not the populous grows or not is not so important, but would certainly make for very competitve games if they didn't grow, therefore making the starting populous of the map finite, and corresponding death toll as stipulated by the goal conditions could make it both fun and or difficult.

The good thing about this idea, is that the cities which are losing inhabitants, would in theory be losing buildings, and as such ghost towns essentially will be made (as town roads would remain), but in doing so the coverage area accepting the chosen pollutants would change, and either trucks have to be used to re-claim the accepted cargo's further into the town, or the player opting to  kill off a different town (which would be easier).  Given that a rail station in the described settings mentioned so far, can't be located within the middle (via destruction) of a town this would certainly come into play.

The income derived from transport to a city would be unaffected at all times.

I expect to get slated for this idea :P

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