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Messages - Kyrre

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31
Complaints / Re: Chellenge(r)
« on: November 16, 2018, 07:56:42 pm »
Yes confirmed, using multiple companies to massively landscape and get permission from towns to blow them up, watched repeatedly on observer
see attached

Chucky: You´re right.

32
Complaints / [Confirmed] Chellenge(r)
« on: November 16, 2018, 06:28:25 pm »
Saw him, doing this, told him to stop, but they continue.

I don't know if against the rules, but looks suspicious, see attached


33
Complaints / Re: Grosnaze_667 again
« on: November 13, 2018, 01:13:05 am »
Further proof that this player was/is the player already reported, and in action again, doing the same stuff.


Chucky: .. has been baned again.

34
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.


35
Complaints / Re: Grobnaze_667
« on: November 07, 2018, 01:25:03 pm »
ok got two more pictures, but they wont upload, but it's more of the same.


Chucky: Player has been baned for 2 weeks.

36
Complaints / Re: Grobnaze_667
« on: November 07, 2018, 01:19:47 pm »
more examples (which don't want to upload together, so one at a time, there's 5 btw)
picture 4 is too big too....
picture 5, i don't mind sharing the coals, but it's seems somewhat deliberate to share 2 poor performing coals that one player is starting with, then proceed to block everything else that player does.


37
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.

38
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!
 

39
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

40
General / Re: Funded Cities
« on: August 18, 2018, 07:05:15 am »
Well, the city could have been shared by anyone at any time, despite the 100's of others available on the map.  while nobody did, I wouldn't have minded,
When the game finished it was 7th largest, with a population of over 100k, which does to show how "poorly" I understand how a city works!

I don't care much if Knogle looks bad, as I know he and the rest of the admin's here are truly N-ice!

41
General / Re: Funded Cities
« on: August 14, 2018, 10:11:12 pm »
Hiya, I'm providing a better screenshot, given I'm present when ST2 quite rightly has identified this as a potential rule break,
Whilst it could be said I'm dominating the stations around a city, that's not entirely true since the city is growing through the "boundary" (which is a well-designed station) via tunnels, made before the city was purchased.
Anyways, here's the screenshot:  See Attached

42
Suggestions / Re: Not bigger, but....
« on: August 11, 2018, 12:30:30 am »
It would have the potential to Spell out "N-ice" in bloated joined up text to make up a map, which can then be used as a template for the random generator, not forcing the generator to make a map itself.

43
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.

44
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

45
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.

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