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Topics - Kyrre

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16
Complaints / [Confirmed] Grosnaze_667 again
« on: November 12, 2018, 02:38:49 pm »
Seems as though the ban didn't make a lot of difference, as saw him on the day of the ban, for the 4th game in a row, he's reverse landscaping and blocking again,

whilst he may not be logged in. his style is the same as ever, as is his persistence to block me.


17
Complaints / [Confirmed] Grobnaze_667
« on: November 07, 2018, 01:00:52 pm »
Hi, for the 2nd game in a row on server 5, grobnaze_667 has been deliberately blocking me, it started with reverse landscaping (whilst I was in the same place), then roads, then trees, etc, however, he hasn't read the rules and breaks lots of them, usually the station spreader rule, which I sometimes flag, place a sign, only for him to delete it straight away.  He also is a vulgarian (swears).

See attached screens for examples of his work.

18
General / Tutorial: Timetables
« on: September 19, 2018, 10:18:17 am »
Hi, I've shown this to a few players and use them regularly myself. One of the people I've repeatedly tried to show is Gopher ^^, so this tutorial is for him.

Timetables, allow me, to part full load at multiple stations, and perhaps this gives me an edge over others who don't use timetables.

Timetables are much easier than conditional orders, but their use is pretty similar to each other, so if you understand how to make timetables, then the leap to using conditional orders won't be so hard to understand.

Attachment 1, shows two trains, Train 1 has the standard orders box.  Train 2 has selected the timetables tab as highlighted in train 1's box.

Attachment 2, Shows two trains, Train 1 has the standard orders box, and its orders are now shared with Train 2, though there is no difference if using train 1's order's box to determine.
Train 2's order's (in the timetables tab), shows 4 lines;
1: Go Non-stop to Toggleburg
Travel (for 11 days not timetabled)
2: Go Non-stop to Riddleton (stay for 5 days, not timetabled)
Travel (for 11 days not timetabled)

The travel times are automatically generated, and thus can be ignored, so we only want to be changing the numbered lines, they initially appear in black.
the 3rd line; (stay for 5 days, not timetabled) above is the automatic default to all orders, whereas the 1st order has been highlighted white (to be selected), the Clear Time box has already been clicked (removing the not timetabled part from the orders), and Change time has been selected.  I've opted to use 7 as the number of days, so I've put that in the box that comes up after the Change Time box has been clicked.
Pressing enter following is the end!
 

19
Testserver x3 - Limitations Mode / This should of been....
« on: August 29, 2018, 06:43:09 am »
I just missed out on knowing what I would have got for this game, but alas I wasn't logged in (due to internet dropping once for over 5 mins).

1h18m as per attachment

20
In the light it's called "steamer world", I think it would be better to start earlier, say 1930 AD.  1935 AD means everyone gets the first train (128 km/h), and seldom changes.

21
New Server Proposals / The Epic Server (based on x4)
« on: August 11, 2018, 12:04:39 am »
Heh, messed up the picture, but it's simple, so not so worrisome.  See attached, the "x" denotes a circle which the player will be presented with when they join.  In every game so far I enter in normal view (for me), but in this setup, it would be better to force players into a zoomed out view, so that they can fully utilise the circle.
The circle makes every industry within it the same town name, and the largest town within the "x" gets to be the significant town for the industries. if no towns in the circle, placement should be restricted.
The circle placement doesn't cost any money, and if the player is bankrupt the circle reverts industries back to their previous names.

A CB barrier will exist around the edges of the much larger circumference, but a suitably big map will help (1048x1048).

From there onwards, the player has to transport as many units as possible to their area to as many accepting industries (and they can be bought) in that "x" area.
I'd prefer it to be timed for a duration of 25 years.
The goal to be the total number of units transported into area "x", excluding pax.  Resources can be purchased (none cheaply).

Game Start year: 2010
Game End year: 2035
Max Loan: £400,000
Interest Rate: 4%
Aeroplane limit: 50
Train limit: 400
Road Vehicle Limit: 200
Boats limit: 40

22
Suggestions / Not bigger, but....
« on: August 10, 2018, 11:35:48 pm »
See attached, I think it would be possible, however, coding required for aeroplanes mainly, a bit for boats, would make for interesting games, especially if a random generator is possible for that in some way.

23
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.

24
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...

25
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

26
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





27
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!

28
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.

29
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.

30
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 :)

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