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Messages - ST2

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91
Can be a good option to set alerts on unpassworded companies... but since I don't have such problems, I'll only post some links and wait for other players opinions:
http://wiki.openttd.org/Multiplayer
http://wiki.openttd.org/Company_password
despite the fact that now we have the Default company password button, as shown here :)

92
I totally agree on cleaning empty companies with no vehicles

probably the easiest way is leting xShunter use the setting "autoclean_novehicles" available on openttd.cfg
if this solution, could be 6 months (~6 minutes). If possible to set a timer for that in xShunter/plugins, ~5 minutes is a good solution too :)

and I'll add other reason for it:
- many players build tracks and no vehicles when they leave (without intention of continue)... making harder to build to other players (in some situations)

93
Server 4 Arctic Quick Goal ( 40 Milion Goal) / Re: Unbalanced server
« on: September 23, 2012, 10:57:29 pm »
yeah... it's true... sorry to think ahead :)

well, probably with time the harm done to gameplay will be noticed...

Edit: I only hope the work to balance it don't go to same person as happened on #2 and #6 (keeping them somehow used and sometimes popular)! Unbalance servers is the easy job :P

94
Server 4 Arctic Quick Goal ( 40 Milion Goal) / Unbalanced server
« on: September 23, 2012, 03:29:57 pm »
despite the fact that I've already made some suggestions to equalize/balance, no results! (PS: i agree with the increasing of goal/vehicle limits)

Now, firstly, why maps are unbalanced now on server #4? Because there's cargos that give advantages impossible to have similar profits in same time with other cargo types. Probably some unexperienced players don't even notice it and some others even like the settings this way because already know how to use the imbalance in its favor.
Note that the solution not always is to decrease things... but on finding a balance between the several industry types ingame.

well, probably with time the harm done to gameplay will be noticed...

PS: I'll suggest some test games on #3 and #7 too. (is suffering from a similar problem)

95
Suggestions / Re: Change of rule 4 (partly "the 50% rule")
« on: September 15, 2012, 10:54:12 pm »
so basically: how much space a player needs to make main business in a secondary industry already used by other player? given interesting answers as seen.

the "the 50% rule" is not a bad concept... only needs to be respected ^^

Since the 1st post on this thread there's lots of suggestions... now opinions about them or new ideias are still welcome :)

96
1500 goal and 1024x1024 seems nice to me :)

only needs a closer look to town number, size and how many are Cities (eventually even a fixed number of towns).

97
Suggestions / Re: Change of rule 4 (partly "the 50% rule")
« on: September 13, 2012, 01:06:28 am »
yeah Andreas, but for Secondary Industries there's lots suggestions above.... example: here

to explain my suggestions on SI:
Basically when I think on Secondary industries, i think on players delivering cargo and taking the goods produced from it. Mostly, this rule needs to be changed because of large station spreads. But... continuing my ideia about Secondary industries, try to make your main business based on the free space avaliable and set by the rules on a industry already used already used by other player. That will give you the values of space you need!! Less then the space you need to make full business is because it means competition to ONLY steal secundary production, as a way to get self profit and lower other player's income.
Basically my question is: how much space a player needs to make main business in a secondary industry already used by other player? (this answer is important because will set the space/tiles).
Note: The answer to last question must be related to server station spread or fixed values. But, as question is made, agree too that's enough space for your main business!

Well... was only to be a reply to Andreas... but escalated a bit to realities ingame, but please, don't forget the question above!

Edit: ofc, there's the solution of making secondary idustries private... as mentioned in previous posts

98
Suggestions / Re: Change of rule 4 (partly "the 50% rule")
« on: September 12, 2012, 01:50:43 am »
with CityBuilder around the corner, probably it's needed another approach on suggestions for rule #4 change, as in some others too...  how am I going to describe below:
For Primary industries I keep the suggestion made in previous post;

- Make Secondary industries claimable (private), wich would change rule #2 too. This would completely end the disagreements existing so far, making the games more fair in CB. Beyond that the players are already used to this rule on other servers;
OR
- Modify rule #2 and add the condition on that "to take Secundary industries production, player MUST deliver first the necessary raw material(s)" but will fall again in the definition of free space to leave around the industry and the fact that a player could deliver with only 1 truck, as Andreas said to be considered in accordance;

For Towns some of the previous post, a mix up or some new ideia. Ofc, for CB it also makes sense to make a division between Public and Claimed towns. But that's for later :)

Note: only trying to give suggestions that fits on all servers not being necessary to create sub-types of rules for each one or by player skills.

99
Suggestions / Re: Change of rule 4 (partly "the 50% rule")
« on: September 10, 2012, 05:05:55 pm »
the ideia of this post is to be a continuation of this one, mixing some options trying to make a concrete suggestion. Is more than obvious that a solution is required because this rule, currently, is not being respected, what is worse than having no rule at all. Taking in consideration the large differences available on station spreads among servers, and after talking yesterday with alex879ro, specific values would be more accurate on each server. But after thinking a bit better about it, I'll use the "maximum station spread" value as reference to get a specific value (round up used, when needed). Will have a specific value too automatically updated on rules even when maximum station spread changes in the servers.
Suggestion:
You must leave room around industries/towns for at least one other company to be able to build stations of...
 - Primary industries - ...at least half of the maximum station spread in length and width with access to the resource (type !limits to see it).
 - Secondary industries - ...the maximum station spread in length and width with access to the resource (type !limits to see it).
 - Towns - ...the maximum station spread in length and width with access to the resource (type !limits to see it). Build only the necessary roads to serve your stations
 OR
 - Towns - Build only on 1 side of the town like on this image 1 (or using 2 images for it: image 2 and image 3

Even that FIRS "introduces two new concepts; primary industries require regular deliveries of spare parts in order to grow, and secondary industries will increase their production whenever they get deliveries of two different cargos within the same month", the separation mentioned above keeps the gameplay.

The above suggestion was an attempt to make things more clear, with other approach of mixing xOR initial ideias, wich I think still keeps the freedom/fairness and gameplay even with big station spreads. It's only a ideia, anything to improve it or even a new one is always welcome :)

100
Suggestions / Re: Servers k2-k3 , k6 and beyond!
« on: September 10, 2012, 04:47:31 pm »
personaly I like the ideias... only needs some adjustements:
STEAMER`s WORLD
 - Kirby Paul Tank is designed only in 1925  - so, my suggestion to start year (with the problem of newgrf's, 1 option is 2cc TrainSet)
 - in RV's, MPS Regal Bus designed in 1930 and all other ones beyond that year
 - should be temperate... agree

Asphalt King
 - with islands and only RV's I would make ships = 0 (because of the start advantage they give compared to any usage of RV's)
 - islands would create a fun map but have the problem of road bridges don't disappear when a company resets, and the obvious disadvantage to who build them... and where others can also use.

small suggestions to refine the overall idea :)

101
Well, basically that`s the situation on k4 now....just as Kadar wrote...the servers are still testing environments...If you would have seen it a week ago...it didn`t had the terraforming rule. I haven`t made my decision for oil rig clusters yet....Oil rig is not used in any of our servers...and i can tell you that it`s very hard making a system based on oil rigs.....So far only 1 conclusion to the settings of k4 : we have to decrease industry number
Beyond that...i have no conclusions yet...
well, some learnings to take on it... Best way to set a map is on SP... save the CFG file and send it as suggestion. The next 1/2 games are for simple adjustements. Only because is much simple for who is setting the server is to have a exact value instead of "we have to decrease industry number", basically because can include "multiple_industry_per_town", "number_industries" or "industry_density". only a question to pick the right setting.

102
PS: only to show a bit of the harm that industry clusters can cause to the gameplay: https://dl.dropbox.com/u/48606680/Selection214668935.png

yeah... is too far away... lets look closer: https://dl.dropbox.com/u/48606680/Selection214702444.png and https://dl.dropbox.com/u/48606680/Selection215516332.png

Note: to players that still didn't got it: industry #755 is a reference...covered by 2 stations... why?: https://dl.dropbox.com/u/48606680/_example1.png

Note: This happened on server #k4 and is only to show how bad can cause to gameplay... including rule violations...

And I can understand this situations... http://dl.dropbox.com/u/48606680/Selection216559729.png because not harming anyone and building the system...

103
Suggestions / Re: Change of rule 4 (partly "the 50% rule")
« on: September 08, 2012, 10:00:15 pm »
Ughh...cause it depends...if i wanna compete someone , i use that space. But there are 2 categories...the mainline and the competition....Depends on which of them I am...
"competition" is familiar term to OpenTTD... but only that one...

104
Suggestions / Re: Change of rule 4 (partly "the 50% rule")
« on: September 08, 2012, 09:34:46 pm »
As I said previously... all fixed values must be set by server. And again, is totally possible to make 2 stations of 25x25 ONLY in 1 side of the industry... the but is on space needed for rails too... understandable because occupy as much or more than the stations themselves. So, the values must be thinked in double, where half of it is for the station and other half for the tracks.
As Alex said, in k4 server, where station limit is 25x25 is hard to make both full stations sizes around a industry without almost claim it for private use.
For those who defend that a 10x10 station (example number... but remember... STATION) is enough to make full use of a secundary industry (deliver and take) by other player, why don't they use only that space too?

105
Server 4 Arctic Quick Goal ( 40 Milion Goal) / Re: Aircraft in arctic?
« on: September 08, 2012, 12:59:21 am »
well, with towns above 5K I think it's not fair give advantages to players that make 2 clicks to place airports, 2 x couple more to build planes and more 2 to give orders... imo... totally unfair comparing to players that make rail/road tracks. So, with the actual settings... I can't agree. With some other suggestions to complete it... possible to think on...
Example: K1 server is with "multiple_industry_per_town = true" but required several tests to get a plausible number of towns ingame... to balance it... Combining the previous setting, number_towns = 4 and custom_town_number = XX  (XX is the number of towns ingame - must be measured with map size)...

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