You are Here:

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Andreas

Pages: 1 ... 8 9 [10]
136
General Chat / Re: OpenTTD related quotes
« on: October 01, 2012, 09:37:22 pm »
This is what happened while discussing airplanes at asphalt king:

<@geo> k7say no, cos if u make buses, it looses it's meaning
<+OTTD-k7> G33RT (3Green): and maybe kill airplanes at all
* +OTTD-k7 * 7!! Leito[PL] Transport (3/12Blue) had a crash (vehicle ID 57: aircraft crashed on landing at 0x2865).
<+OTTD-k7> G33RT (3Green): here
<@geo> k7say that was the idea
<+OTTD-k7> Andreas (4Red): done :p
<@geo> k7say to kill ppl
<@geo> k7say :)))))))

Edit: note that that was the only aircrafr in the server at that time!

137
Suggestions / Re: CityBuilder - share ideas/comments
« on: September 28, 2012, 11:47:40 am »

Regarding current difficulty.. I have not played with the scheduling interface so far. This is my last hope to synchronize deliveries. Other than that I find the game too difficult because I always have 4/5 and the missing cargos keep changing. One month this cargo is missing, then another. But that's not an issue with the current settings but with the game mode in general.

Try using transfer stations and taking it to the town with road vehicles. gradually increasing the ammount will make delivery more stable. Also using shorter trains can help..

I have not played a full game yet, but yesterday I grew a town from 400 to 3.5 k in 7 game years, so I don't think it is too difficult.

[Edit]

I think it might be good to set the grid to 3x3 as it makes is possible to easily cover the whole town with bus stops as illustrated in the screenshot attached:

138
General Chat / Re: OpenTTD related quotes
« on: September 27, 2012, 04:05:52 pm »
<+OTTD-k5> ices (12Blue): maaaaaaan
<+OTTD-k5> ices (12Blue): it looks like im playing with idiots
* +OTTD-k5 * 11<--- Andreas (#854/s5375406a.adsl.wanadoo.nl [83.117.64.106]/1 (7Orange)/NL) has left the game (general timeout)
<+OTTD-k5> Ragul (6Purple): YOUR PLAYING WITH YOURSELF? REALLY?
<+OTTD-k5> ices (12Blue): i dont know where you got the impression from that this is even slightly funny
<+OTTD-k5> Ragul (6Purple): ?
<+OTTD-k5> Ragul (6Purple): speak english
* +OTTD-k5 * 11---> Andreas (#856/s5375406a.adsl.wanadoo.nl [83.117.64.106]/NL) has joined the game
* +OTTD-k5 * 11>> Andreas (#856/s5375406a.adsl.wanadoo.nl [83.117.64.106]/NL) has joined company 1 (7Orange)
<+OTTD-k5> Andreas (7Orange): I don;t think ragul is trying to be funny, I think he does not know that you play with nevv and Mediv :p
<+OTTD-k5> Ragul (6Purple): i know he plays with them
<+OTTD-k5> ices (12Blue): looks like at least you know
<+OTTD-k5> Ragul (6Purple): oooooo they are the idiots
<+OTTD-k5> Ragul (6Purple): right?

139
Suggestions / Re: CityBuilder - share ideas/comments
« on: September 27, 2012, 04:00:47 pm »
I don't think the watertower/bank not being present in all towns is abroblem because 1: they are relatively easy to fund and 2: I think it should be part of the stragety to select a good town, just like other factors such as available space, landscape, proximity to other cities and industries

140
Suggestions / Re: CityBuilder - share ideas/comments
« on: September 27, 2012, 12:54:11 pm »

"Population limit for starting a city" would fix it :)

No it will not, since the company you buy has allready claimed it (I thik)

141
General Chat / Re: OpenTTD related quotes
« on: September 26, 2012, 11:05:22 pm »
well since I seem to be verry funny this evening:

<+OTTD-k5> Andreas (7Orange): laaaaaag
<+OTTD-k5> Ragul (4Red): there i moved other station too
* +OTTD-k5 * 11<--- Andreas (#744/s5375406a.adsl.wanadoo.nl [83.117.64.106]/1 (7Orange)/NL) has left the game (general timeout)

142
Suggestions / Re: Change of rule 4 (partly "the 50% rule")
« on: September 14, 2012, 12:23:33 pm »
I like the idea of only allowing competition if it is your main industry, it is simple and prevents competition just to ruin the other party. As for the free space, I think the most simple solution would be to leave at leat 2 of the 4 sides open, even with your tracks. This will be easy to undersrand and clear and it does not have to rely on calculations by the game.

143
Suggestions / Re: Change of rule 4 (partly "the 50% rule")
« on: September 12, 2012, 09:50:46 am »
I also think the rule for primary industries is a good idea. For secondary industries, I generally like competition, but in CB think 'private' industries is more desirable. I know out of experience that sudden competition on secondary industries during CB can ruin your game quite well...

I also don't think that a division between claimed and private towns should be a problem, because imo the difference should be apparent.

144
Suggestions / Re: Change of rule 4 (partly "the 50% rule")
« on: September 07, 2012, 11:36:02 am »
Hi,
I'm quite new to this server but have played on quite a number of other servers.
Let me start by stating that I am in favor of simple short rules, that do not need any extra explanation. More complex rules take a lot of the fun out of a game, and less people will actually read and understand them if they cover a whole page in stead of one or two sentences.

Now here I have some suggestions (some of witch have proven to work fine on other servers.):

For towns:
Completely forbid growing towns by building 'grids' of roads. (brisges/tunnels over/under rails and stations could be an exception. Towns are (at least as far as I know) allowed to build roads for themselves and grow quite well enough if decent services are offered.
This should imo be combined with allowing to build drive through-stops on town owned and  maybe even opponent owned roads.
Off course this brings the risk of buses blocking a town, but this can easily be prevented by forbidding full-load orders on drive trough stops in towns.

Added advantage of drive through stops in towns means less destruction of town roads and buildings.

Where it comes to primary Industries, I actually think that the rule is clear enough if it states that you should build in such a manner that there is enough space for opponents to build a decent station and rails. Primary industries seldom go over 400 units of production, so I can not see any use for stations bigger than four platforms.
I fear that adding space calculations and other similar solutions will be technically difficult to implement and have annoying side-effects.

For secondary industries I have always liked the rule that you should deliver to it first before you can take secondary cargo. off course even this rule has flaws like delivering one truck load a year and still taking goods, but at least it will prevent what ST2 described as people joining a running game and immediately start competition at a factory.

Alternatively I do not have any problems with the possibility of private secondary industries. They are not so expensive to fund, and it is quite difficult to leave decent space around them if you have a large drop-off and another pickup station. (especially when they are Ro-Ro)


Pages: 1 ... 8 9 [10]