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Willie Trombone posted:No, I actually deleted all boats, planes, and road vehicles to try to make more trains (I myself never make anything other than trains and road vehicles going into cities because I find boats to actually be even worse than building up land for trains and I can never figure out how to get airports to work efficiently). Every train in my company had exactly 8 cars, and I guess the game counts each train car as its own vehicle, so I failed to pick up on 248 being a company-specific limit because in reality it's the rounder 250 train car limit preventing a new eight-car train being created after 31 trains had already been created. 31 trains seems like a low ceiling to me, but at least I know what I'm working with now haha. No, a train is a train, not a train car. If the limit is say 256, you can have that many complete trains. Deleting other vehicle types won't help you get over that limit.
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# ¿ Dec 15, 2011 04:06 |
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# ¿ Apr 26, 2024 11:30 |
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FISHMANPET posted:So with the GRFs in the OP, electric tracks cost 10 times as much as regular tracks. Should I be using steam/diesel trains for cargo, then electrify the stations and build seperate faster electric rails for passenger service? Once I've electrified a line is there any reason not to run cargo over electric rails? ERail is only 10x when using the NARS/UKRS train sets.
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# ¿ Dec 18, 2011 01:57 |
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Sorry, I meant 2cc not NARS/UKRS.
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# ¿ Dec 18, 2011 05:34 |
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Dotcom656 posted:Woah, where do we get these Vactrains? Are they in the version in the OP? What year do they start popping up? Yeah they're in the OP. (It'll be in the GRFs if you've played on the multiplayer server at least once.) The first one is introduced around 2030.
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# ¿ Dec 19, 2011 22:23 |
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FISHMANPET posted:Messed around on the server tonight, but copy pasting a fairly small junction results in me getting kicked for too many actions. Any way to fix that, either on client side or server side? Go into your client advanced settings. Somewhere in there is 'multiplayer paste speed' or something. Change it from the default to 10 and you'll be fine.
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# ¿ Dec 21, 2011 09:33 |
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Reb posted:Server is down again Maybe revert back to the old GRF settings. It's back up now. Yeah going to go back to normal industries next game.
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# ¿ Dec 22, 2011 03:57 |
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Willie Trombone posted:Also, the couple times I've checked in the past two days, the server's been down The suggestion of using ECS Vectors industries was a disaster, causing the server to crash every [10 minutes-4 hours] We're back on the TGC cargo set and I assume everything's fine.
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# ¿ Dec 23, 2011 09:42 |
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I can bring up the server again if people want it. After it sitting for like months 0/14 in 1940 I don't bother to start it when I restart the server.
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# ¿ Mar 19, 2012 08:42 |
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Tomorrow I'll look into Chilli's patchpack with 1.2.
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# ¿ Apr 23, 2012 08:56 |
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We could stay on 1.1 with all the luxuries we've come to know in Chilli's patchpack, or we can go to vanilla 1.2.
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# ¿ Apr 28, 2012 17:22 |
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Mahmoud Ahmadinejad posted:I also say 1.2, for the purely selfish reason that I'm on OSX and the patch pack isn't mac happy (and I want to play trains with goons) There is actually a mac build for the patch now but whatever. I am also interested in 1.2. I'll set up a server now. Check ord.nekonex.com / lljk in a bit.
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# ¿ Apr 29, 2012 21:26 |
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Yeah. Server is now up. If you don't have the TTGC grf, you can get it here.
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# ¿ Apr 29, 2012 23:33 |
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StabMasterArson posted:I've downloaded the r22553M stuff and all the GRFs from the server but I'm still getting a version mismatch, there was info in the OP but it seems to have gone now. Is there a newer file? We're using 1.2 now. Get it on openttd.org.
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# ¿ May 1, 2012 19:56 |
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Wedesdo posted:Planes are still really cheap... Is there a "realistic flight cost" grf? We're using costs mod, but airplanes are set to default at the moment. Normally I make them expensive.
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# ¿ May 3, 2012 00:40 |
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I would be up for going back to the newest version of Chilli's Patchpack.
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# ¿ May 4, 2012 01:46 |
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We're now using patch pack version hfe846ddd. Get it here: http://bundles.openttdcoop.org/chillpp/releases/hfe846ddd/
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# ¿ May 5, 2012 22:57 |
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Wedesdo posted:We're back to 1.1? The few minor improvements in 1.2 wasn't worth losing everything else we had. It's a newer version of the patch pack from before. Might I ask what feature from 1.2 do you miss?
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# ¿ May 6, 2012 03:29 |
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JerikTelorian posted:Can someone post an explanation of Industrial Stations? It gives me like five new categories. I know some of them are animated, but I don't know which. Do all the tiles work as a station? Are some only for show? All of them work as stations, the only thing different is how they look. For example I use the water pumping stations at my mines because I think it looks cool.
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# ¿ May 8, 2012 17:51 |
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FISHMANPET posted:Any idea how to get this to actually work? It sounds really cool, but it needs a grf files that aren't included in 12.0. Town Growth Challenge was never completed. We just use the GRF to add new cargo types. The GRF is linked in the OP and has been required for our multi player server forever.
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# ¿ May 9, 2012 03:34 |
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JerikTelorian posted:If Town Growth doesn't work, why don't we just add FIRS? Because FIRS has limits to how much cargo can be processed and other things that are lovely if you want to leave the multiplayer game running constantly.
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# ¿ May 9, 2012 22:20 |
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Wedesdo posted:Also, judging by the current game, the Town Growth Challenge is too much of a challenge. Which part is too much of a challenge. We've been using the GRF the entire time I've been hosting the server, and it was used on the 0.6 servers before that. Do you mean a setting like towns requiring cargo to grow?
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# ¿ May 10, 2012 06:10 |
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Wedesdo posted:Yea, that. Although not having sprawling 50000 pop towns is kinda nice. Up to you, as always... I like the large towns too, personally. Tried out this mode as a suggestion from someone. As for the desert map, I know we can keep the locomotives. I'll look into cargo today. edit: If we want to use the expanded cargo, desert cities would require paper and metals to grow. Water and food with the base cargo set. Either way with desert they'll need something to grow. less than three fucked around with this message at 19:09 on May 10, 2012 |
# ¿ May 10, 2012 19:05 |
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JerikTelorian posted:Wait in the desert they need paper and metal, but in the temperate, lush climate they need... water and food? Both of those were for desert. The reason it happens is because each cargo type has an ID number, for simplicity we'll say 1-16. Desert towns need food and water to grow. In the vanilla game, we'll say the IDs for food and water are 4 and 6. The game is coded that "desert towns need cargo ID 4 and 6 to grow." not "desert towns need food and water to grow." The TGC cargo set uses different IDs for things, even though it still has food and water. It just so happens that in TGC ID 4 is metal and ID 6 is paper. So when the game runs in desert, it ends up being "desert towns need metal and paper to grow."
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# ¿ May 10, 2012 22:16 |
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To whoever I just kicked from the server: I did it because it's midnight and there were surprisingly someone (though just you) online. I was spectating to see if you were alive or not, but no response and from watching your company you hadn't moved the screen or anything in 15 minutes, staring at unfinished track. Idling in the server means time goes by and then when people wake up it's like the year 2000 and nobody's had the chance to do anything. tl;dr PSA: I understand we all have needs to idle and do nothing to rack up some expansion cash (especially at the start of the game.) but please do it reasonably. It's annoying to lose 1/4 of the game or more with nobody playing but someone left their game running during the night.
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# ¿ May 16, 2012 07:31 |
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I use the Power/Running cost method to see what has the lowest operating cost for the amount of power I need.
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# ¿ May 17, 2012 19:07 |
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I use 2000hp to power a 7 tile train with coal (if we're running a 2x cargo multiplier.) I think we're using 4x at the moment, so I'd use two. I'm a happy user of the Swiss gas turbine engine that has ~2000hp.
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# ¿ May 17, 2012 20:11 |
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Bluecobra posted:How do you guys get the output of these coal mines so high? Just keep it well serviced. Industries with good service have a chance to go up or down in production every few months, but the scale is slanted towards increases. With random luck you can get an industry that just keeps going up and up.
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# ¿ May 18, 2012 01:12 |
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Ineptitude posted:The amount a primary industry (first in the chain of supply) produces is based on how much of it you transport, if you keep picking up a high % of its production it will keep producing more and more (up to a maximum) That's only with ECS Vectors, not the normal industry system. OpenTTD Game Mechanics posted:The chance for a production change each month is 4.5%, i.e. 4.5% of producing industries from industry list change production.
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# ¿ May 18, 2012 01:25 |
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Arashpex Rogers posted:Is the server down? The server list says it's offline... It may have crashed. I'll check when I get home.
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# ¿ May 18, 2012 21:44 |
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Apex Rogers posted:Cool, thanks. Gotta get my vac-train setup going! Okay it's up.
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# ¿ May 18, 2012 22:21 |
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Joining the multiplayer server once will download all the GRFs you need to enjoy single player.
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# ¿ May 20, 2012 02:06 |
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FISHMANPET posted:The server is down Back up. Someone told me to restart the server during Eurovision (for reasons unrelated to OpenTTD) and I was too drunk to remember to restart the game once the server rebooted.
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# ¿ May 28, 2012 22:11 |
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FISHMANPET posted:This is... holy poo poo this is the same map (but new year)? Yeah. I wasn't at home so I just started it without changing the generation seed. Bad idea?
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# ¿ May 29, 2012 01:54 |
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Is there anything redeeming about 1.2.1 that makes it worth losing all our other modifications?
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# ¿ Jul 19, 2012 05:01 |
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Drone_Fragger posted:No idea, it was more that I couldn't get the version linked in the op to work whereas 1.2.1 runs fine :v What's the error message?
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# ¿ Jul 20, 2012 02:01 |
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Drone_Fragger posted:Something about some incorrect variables in an ini file, followed by it stating that it needs a graphics set it can use. I'm guessing theres something in the graphics set that 1.2.1 uses which means it won't work for an older version. Grab opengfx and opensfx from this archive (data folder) http://files.nekonex.com/openttd/22553M/OpenTTD_22553M_x64.7z
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# ¿ Jul 21, 2012 01:22 |
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I'll restart it tomorrow when I wake up. I don't really actively monitor the server when I'm not playing, so: If anyone ever wants the server reset (and it's beyond 2050) just PM me Quickest way to get my attention.
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# ¿ Jul 21, 2012 09:32 |
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Drone_Fragger posted:I can't help feel that more people would be playing this if it didn't take an age to get it working :< For the last version we played, I made a 7z archive with everything you needed, just unzip and go. I should do that again.
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# ¿ Jul 21, 2012 22:13 |
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The server I use to host it is still there, I just haven't bothered to start the OpenTTD dedicated server. Though I have been craving to play it again. Do we want to use our custom patched version with the extra goodies, or the latest vanilla code?
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# ¿ Jan 19, 2013 22:03 |
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# ¿ Apr 26, 2024 11:30 |
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Okay, I'm working on it now.
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# ¿ Jan 19, 2013 22:28 |