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<channel>
	<title>#openttdcoop &#187; Roleplay</title>
	<atom:link href="http://blog.openttdcoop.org/category/roleplay/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.openttdcoop.org</link>
	<description>The #openttdcoop and OpenTTD Blog</description>
	<lastBuildDate>Thu, 26 Aug 2010 19:06:15 +0000</lastBuildDate>
	<language>en</language>
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		<title>Mixing Balancing and Merging</title>
		<link>http://blog.openttdcoop.org/2010/02/13/mixing-balancing-and-merging/</link>
		<comments>http://blog.openttdcoop.org/2010/02/13/mixing-balancing-and-merging/#comments</comments>
		<pubDate>Sat, 13 Feb 2010 21:52:11 +0000</pubDate>
		<dc:creator>Chris Booth</dc:creator>
				<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Off-Topic]]></category>
		<category><![CDATA[Roleplay]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/?p=607</guid>
		<description><![CDATA[Over a period of months I have been developing a game which I have been test out network capacity and packing. To do this I boosted some primary industries and connected them directly to the main line. This in itself causes issues, which can jam the main line. To overcome this issue I built very [...]]]></description>
			<content:encoded><![CDATA[<p>Over a period of months I have been developing a game which I have been test out network capacity and packing. To do this I boosted some primary industries and connected them directly to the main line. This in itself causes issues, which can jam the main line. To overcome this issue I built very high capacity stations.</p>
<p>My network ended up with 890 trains that travelled around a ML ring. Since all the primary stations where on the ML the game ended up only having MSH and BBHs. This meant that I have to balance all of the tracks on and off the main loop. The loop was LLL_RRR most of the way around excluding the northern section which was LL_RR and L_R only in some sections.</p>
<p><a class="image-link" rel="shadowbox;width=1920;height=1000;" href="http://blog.openttdcoop.org/files/pictures/Chris Booth/Overnville%20Transport%2C%2026th%20Sep%202309.png"><img src="http://blog.openttdcoop.org/files/pictures/Chris Booth/thumb_Overnville%20Transport%2C%2026th%20Sep%202309.png" alt="" width="400" height="208" /></a><br class="clear" /><br />
<span id="more-607"></span><br />
When I originally built the factory area is was a small 8 platform station with 1 entrance and 1 exit. It evolved into a 16 platform station with 3 entrance and exit lines which are each in turn mixed over the ML in all directions</p>
<p><a class="image-link" rel="shadowbox;width=1440;height=820;" href="http://blog.openttdcoop.org/files/pictures/Chris Booth/Overnville%20Transport%2C%203rd%20Feb%202026.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/Chris Booth/thumb_Overnville%20Transport%2C%203rd%20Feb%202026.png" alt="" width="400" height="227" /></a><br class="clear" /><br />
This image is of the busy LLL_RRR MSH to the factory drop where the main line turns 90 degrees. The factory is serviced by Grain, Livestock and Steel and has a monthly output of around 12,000 crates of goods. With this game I have transported every Cargo type that it is possible to transport. This has resulted in many interesting track combinations and layouts.<br />
<a class="image-link" rel="shadowbox;width=1440;height=820;" href="http://blog.openttdcoop.org/files/pictures/Chris Booth/Overnville%20Transport%2C%2029th%20Mar%202309.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/Chris Booth/thumb_Overnville%20Transport%2C%2029th%20Mar%202309.png" alt="" width="400" height="227" /></a><br class="clear" /></p>
<p>I started the game without a network plan (this is never a good idea). I used a B2B style game, where I used a fix TL of 5 tiles, and a fixed loco (RE 4600) from the 2cc set. This train is very good for passengers and goods as it is very fast, and has a high tractate effort, which means it won’t slow while pulling loads up long grades.</p>
<p><a class="image-link" rel="shadowbox;width=1440;height=820;" href="http://blog.openttdcoop.org/files/pictures/Chris Booth/Overnville%20Transport%2C%2015th%20Jan%202309.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/Chris Booth/thumb_Overnville%20Transport%2C%2015th%20Jan%202309.png" alt="" width="400" height="227" /></a><br class="clear" /></p>
<p>My first line linked the forests of Drefingway-on-sea to the sawmill at Fultborough. When first built this link was L_R only. Over time demand from the forests and other trains on the network meant I had to upgrade the line to LLL_RRR most of the way for this link.</p>
<p>I also dedicated 2 large cities on the map which I transported passengers between and I also dropped all of my goods at these 2 cities. Both cities ended up to have more than 200,000 population and where close to very busy junctions within my network.</p>
<p><a class="image-link" rel="shadowbox;width=1440;height=820;" href="http://blog.openttdcoop.org/files/pictures/Chris Booth/Overnville%20Transport%2C%201st%20Mar%202309.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/Chris Booth/thumb_Overnville%20Transport%2C%201st%20Mar%202309.png" alt="" width="400" height="227" /></a><br class="clear" /></p>
<p>To handle to traffic I made sure each industry had its own area on the map. This meant that I could dictate cargo direction to the drops in order to balance the network. This can be seen in many locations around the map.<br />
If you want to see my full works please download my saved game file: <a href="http://wiki.openttdcoop.org/images/7/78/Blog_Game.sav" onclick="pageTracker._trackPageview('/outgoing/wiki.openttdcoop.org/images/7/78/Blog_Game.sav?referer=');"> Blog Game</a></p>
<p>To run the game you will need openttdcoop GRF pack 7.3, and all other GRFs can be found on bananas. You will also need r18985 or later</p>
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			<wfw:commentRss>http://blog.openttdcoop.org/2010/02/13/mixing-balancing-and-merging/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>A lo largo del río</title>
		<link>http://blog.openttdcoop.org/2008/10/19/a-lo-largo-del-rio/</link>
		<comments>http://blog.openttdcoop.org/2008/10/19/a-lo-largo-del-rio/#comments</comments>
		<pubDate>Sun, 19 Oct 2008 11:42:16 +0000</pubDate>
		<dc:creator>Osai</dc:creator>
				<category><![CDATA[Community News]]></category>
		<category><![CDATA[ProZone]]></category>
		<category><![CDATA[Roleplay]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/?p=448</guid>
		<description><![CDATA[We started a new Pro Zone game now and I am glad I was able to join it. I am extremely busy and preparing for exams (if you haven&#8217;t heard that yet) and therefor the blog isn&#8217;t too active anymore. Though I love to play and the new scenario sounds promising: &#8220;a lo largo del [...]]]></description>
			<content:encoded><![CDATA[<p>We started a new Pro Zone game now and I am glad I was able to join it. I am extremely busy and preparing for exams (if you haven&#8217;t heard that yet) and therefor the blog isn&#8217;t too active anymore. Though I love to play and the new scenario sounds promising: &#8220;a lo largo del río&#8221; means along the river, and that is our newest scenario. We are looking a bit for another roleplay game. Because of the lousy technique we are not able to cross the river with trains, but fortunately ferries were invented recently. Three bigger cities established with their neighbors on the other side harbors to transfer goods, passengers and all other fundamental resources required in an rough environment like deserts are. Deserts are dangerous and therefor the builders stick to the river, yes, along the river.</p>
<p><img src="http://blog.openttdcoop.org/files/pictures/maro_desert.jpg" width="400" height="267" alt="Ziz Valley" title="Ziz Valley" /><br />
<small><a href="http://www.maion.com/photography/morocco/desert_oasis_pictures.html" onclick="pageTracker._trackPageview('/outgoing/www.maion.com/photography/morocco/desert_oasis_pictures.html?referer=');">Mountain photos by photographer Jef Maion</a></small></p>
<p>Check these pictures and get some impressions. The scenery is just awesome.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>#openttdcoop vs. AI</title>
		<link>http://blog.openttdcoop.org/2008/07/20/openttdcoop-vs-ai/</link>
		<comments>http://blog.openttdcoop.org/2008/07/20/openttdcoop-vs-ai/#comments</comments>
		<pubDate>Sun, 20 Jul 2008 07:59:05 +0000</pubDate>
		<dc:creator>planetmaker</dc:creator>
				<category><![CDATA[Community News]]></category>
		<category><![CDATA[Coopetition]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Roleplay]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/?p=430</guid>
		<description><![CDATA[Yesterday evening we had mostly spontaneous hit at testing some of the new AIs which are around for the NoAI branch which is currently very actively developed for OpenTTD. Using r13726-noai loaded with 2x convoy (written by GeekToo) and 1x AdmiralAI (written by Yexo), the team of Ammler, Mucht, Osai, dihedral and myself set out [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday evening we had mostly spontaneous hit at testing some of the new AIs which are around for the NoAI branch which is currently very actively developed for OpenTTD. Using r13726-noai loaded with 2x <a href="http://www.tt-forums.net/viewtopic.php?f=65&#038;t=37946" onclick="pageTracker._trackPageview('/outgoing/www.tt-forums.net/viewtopic.php?f=65_038_t=37946&amp;referer=');">convoy</a> (written by GeekToo) and 1x <a href="http://www.tt-forums.net/viewtopic.php?f=65&#038;t=38057" onclick="pageTracker._trackPageview('/outgoing/www.tt-forums.net/viewtopic.php?f=65_038_t=38057&amp;referer=');">AdmiralAI</a> (written by Yexo), the team of <a href="http://www.openttdcoop.org/wiki/User:Ammler" onclick="pageTracker._trackPageview('/outgoing/www.openttdcoop.org/wiki/User_Ammler?referer=');">Ammler</a>, <a href="http://www.openttdcoop.org/wiki/User:Mucht" onclick="pageTracker._trackPageview('/outgoing/www.openttdcoop.org/wiki/User_Mucht?referer=');">Mucht</a>, <a href="http://www.openttdcoop.org/wiki/User:Osai" onclick="pageTracker._trackPageview('/outgoing/www.openttdcoop.org/wiki/User_Osai?referer=');">Osai</a>, <a href="http://www.openttdcoop.org/wiki/User:Dihedral" onclick="pageTracker._trackPageview('/outgoing/www.openttdcoop.org/wiki/User_Dihedral?referer=');">dihedral</a> and <a href="http://www.openttdcoop.org/wiki/User:Planetmaker" onclick="pageTracker._trackPageview('/outgoing/www.openttdcoop.org/wiki/User_Planetmaker?referer=');">myself</a> set out to have a measure on the playing strength of the current AIs. Later <a href="http://www.openttdcoop.org/wiki/User:Tim" onclick="pageTracker._trackPageview('/outgoing/www.openttdcoop.org/wiki/User_Tim?referer=');">Tim</a> joined in on us. Yexo, the creator AdmiralAI, of one of the best AI around <a href="http://devs.openttd.org/~noai/tournament/" onclick="pageTracker._trackPageview('/outgoing/devs.openttd.org/_noai/tournament/?referer=');">(see tournament chart)</a>, supervised the AIs and took care of the general setup.<br />
<a class="image-link" rel="shadowbox;width=873;height=578;" title="Terminal 2 - one of our starting terminals" href="http://blog.openttdcoop.org/files/pictures/coopAI_terminal2.png"><img class="left" src="http://blog.openttdcoop.org/files/pictures/thumb_coopAI_terminal2.png" width="400" height="265" alt="Terminal 2 - one of our starting terminals" title="Terminal 2 - one of our starting terminals"  /></a><br class="clear" /><br />
<strong>Terminal2 and the adjacent town &#8211; one end of our initial rail line. We haven&#8217;t been alone there since the very beginning.</strong></p>
<p><span id="more-430"></span><br />
We had some troubles with a first start on a small (256&#215;256 tiles), crowded map. The AI died after very short time (where both we and the AI were approx. performing equally well). Unfortunately an AI cannot be re-vived after it crashes. Then we decided to go with a passenger only game on a slightly larger map: 512 tiles squared and no industry, only NewGRF in use was <a http://grfcrawler.tt-forums.net/details.php?do=details&#038;id=83">LongVehicles</a> which allows decent busses. Starting year was 2000.</p>
<p>After some initial discussion about the map we decided to go for a <a href="http://www.openttdcoop.org/wiki/Gametype:ICE_SBahn" onclick="pageTracker._trackPageview('/outgoing/www.openttdcoop.org/wiki/Gametype_ICE_SBahn?referer=');">ICE / S-bahn concept</a> and picked two areas which we wanted to start with. In order to match somewhat the building speed of the AI we assigned the different areas (terminal1, terminal2, s-bahn1, s-bahn2, intercity connection) to different people and then we unpaused the server to start.</p>
<p>And it didn&#8217;t look well in the beginning for us coopers. We managed to build the two ICE terminals with one train and barely some basic feeders to them. Money was scarce and the AI was already making good money. Slowly though the feeders grew and the train(s) started to generate considerable revenue. Once the trains ran fully loaded between the ICE terminals, our revenue sky rocketed and after three years we had about twice the income of that of the 2nd best. Soon then we developed a 3rd and 4th metropolitan area with each its own ICE terminal and feeder system, providing good service and thus also taking passengers from the AI competitors.<br />
<a href="http://blog.openttdcoop.org/files/pictures/coopAI_company_value.png" title="company value"><img src="http://blog.openttdcoop.org/files/pictures/coopAI_company_value.png" width="400" height="180" alt="company value" title="company value" /></a><br />
<strong>Company value of the companies. Coop as usual in orange, AdmiralAI in pink</strong></p>
<p><a href="http://blog.openttdcoop.org/files/pictures/coopAI_companyprofit.png" title="company revenue"><img src="http://blog.openttdcoop.org/files/pictures/coopAI_companyprofit.png" width="577" height="175" alt="company revenue" title="company revenue" /></a><br />
<strong>Company revenues</strong></p>
<p>After the 5th year we decided to stop the game as the winner was clear and our motivation to started to drop &#8211; probably also due to the hour of the day <img src='http://blog.openttdcoop.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>It has to be noted though, that the AIs only worked with busses while we generated our income from long distance, high velocity (305 km/h monorail) trains. Therefore our transported distance was on average further while the speed certainly wasn&#8217;t slower.<br />
Another thing worth noticing is the user interface to giving orders. If it comes to a time efficient system the mouse only interface started to really slow us down, especially in the 2nd half of the game where we were generating more money than we could spend jointly together. So, if someone has some good ideas and also an idea how to implement it: please! Very much welcome so.</p>
<p>Saves from the games are available <a href="http://mz.openttdcoop.org/ottdc/noai/save/" onclick="pageTracker._trackPageview('/outgoing/mz.openttdcoop.org/ottdc/noai/save/?referer=');">here</a>, the <a href="http://mz.openttdcoop.org/ottdc/noai/save/2-2006-1.sav" onclick="pageTracker._trackPageview('/outgoing/mz.openttdcoop.org/ottdc/noai/save/2-2006-1.sav?referer=');">final save is this</a>.<br />
<a href="http://blog.openttdcoop.org/files/pictures/coopAI_companyachievment.png" title="company performance"><img src="http://blog.openttdcoop.org/files/pictures/coopAI_companyachievment.png" width="576" height="238" alt="company performance" title="company performance" /></a><br />
<strong>Company performances</strong></p>
<p><img src="http://blog.openttdcoop.org/files/pictures/coopAI_income.png" width="409" height="216" alt="income table" title="income table" /><br />
<strong>Our income table after five years of playing</strong></p>
<p>Despite the fact that we won this game &#8211; difficulty will be harder on a smaller map as we saw in the first, crashed test game. Also, of course, we profited a lot from good co-ordination, using teamspeak a lot and some advance planning before the game started. One player alone couldn&#8217;t have achieved what we did &#8211; this was <a href="http://www.openttdcoop.org/wiki/Coopetition" onclick="pageTracker._trackPageview('/outgoing/www.openttdcoop.org/wiki/Coopetition?referer=');">coopetition</a> at its best <img src='http://blog.openttdcoop.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  . And it&#8217;s a lot of fun to play against competent opponent AIs who just build sensibly and don&#8217;t destroy the landscape. Let&#8217;s hope for a future where the AIs might even get stronger and both, the AI (developers) and we, might learn from eachother! </p>
<p>See more screenshots <a href="http://pub.dihedral.de/openttd/coopVSnoai/" onclick="pageTracker._trackPageview('/outgoing/pub.dihedral.de/openttd/coopVSnoai/?referer=');">here</a> (by dihedral).</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>wwOTTDgd/2 finished</title>
		<link>http://blog.openttdcoop.org/2008/07/13/wwottdgd2-finished/</link>
		<comments>http://blog.openttdcoop.org/2008/07/13/wwottdgd2-finished/#comments</comments>
		<pubDate>Sun, 13 Jul 2008 21:41:35 +0000</pubDate>
		<dc:creator>planetmaker</dc:creator>
				<category><![CDATA[Community News]]></category>
		<category><![CDATA[Patches]]></category>
		<category><![CDATA[Roleplay]]></category>
		<category><![CDATA[wwottdgd]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/?p=423</guid>
		<description><![CDATA[Today the world wide OpenTTD game day #2 finished. All in all it was quite a successful event. Starting in 1950, it ended in 2032 with nearly everything connected and over 1400 trains, 200 vehicles and 100 planes servicing the stations of the different companies. On the back side, the server asserted a few times [...]]]></description>
			<content:encoded><![CDATA[<p>Today the world wide OpenTTD game day #2 finished. All in all it was quite a successful event. Starting in 1950, it ended in 2032 with nearly everything connected and over 1400 trains, 200 vehicles and 100 planes servicing the stations of the different companies.<br />
<img src="http://blog.openttdcoop.org/files/pictures/Global%20Warming%20Inc.%2C%2029.%20Jul%202030.png" width="400" height="240" alt="Capital of Global Warming company with many stations" title="Capital of Global Warming company with many stations" /><br />
<span id="more-423"></span><br />
On the back side, the server asserted a few times and there were periods where clients tended to desync. Despite that, the amount of different clients connected over the period the server was running was certainly way over 50. At any time at least 15 clients were connected except during the night hours European time where about half a dozen people still played. The maximum number connected at one time probably around 35.<img src="http://blog.openttdcoop.org/files/pictures/Global%20Warming%20Inc.%2C%209.%20Sep%202032.png" width="400" height="250" alt="PAX Transfer station" title="Transfer station" /><br />
Last but not least I&#8217;d like to thank all people who worked hard to organize this event, especially Ammler who did a lot of things and dihedral who wrote a number of patches and did some last minute fixes. Further I thank SmatZ and Yorick for patches specially for this event, all other patch authors whose <a href="http://wiki.openttd.org/index.php/World_Wide_OpenTTD_Game_Day/2#Development_Roadmap" onclick="pageTracker._trackPageview('/outgoing/wiki.openttd.org/index.php/World_Wide_OpenTTD_Game_Day/2_Development_Roadmap?referer=');">patches were used</a> here <a href="http://www.openttdcoop.org/files/pm/patches/wwottdgd/wwottdgd2_patches.zip" onclick="pageTracker._trackPageview('/outgoing/www.openttdcoop.org/files/pm/patches/wwottdgd/wwottdgd2_patches.zip?referer=');">(download)</a>, and also LordAzamoth for some special grfs <img src='http://blog.openttdcoop.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  <img src="http://blog.openttdcoop.org/files/pictures/Global%20Warming%20Inc.%2C%201.%20Apr%202033.png" width="207" height="133" alt="Special "EasterGRF" by LordAzamath" title="Special "EasterGRF" by LordAzamoth" /><br />
Last but not least thanks to all who helped to administrate the game and of course all who played as the game would be nothing without that many players. I enjoyed this game a lot. <img src='http://blog.openttdcoop.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>If you now think that it was a great event and it should be repeated: we may do so. <img src='http://blog.openttdcoop.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Suggestions, critizism and remarks are collected on the <a href="http://wiki.openttd.org/index.php/Talk:World_Wide_OpenTTD_Game_Day/2" onclick="pageTracker._trackPageview('/outgoing/wiki.openttd.org/index.php/Talk_World_Wide_OpenTTD_Game_Day/2?referer=');">corresponding wiki page</a>. Please add your observations and comments there &#8211; they may help to improve things the next time <img src='http://blog.openttdcoop.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
<img src="http://blog.openttdcoop.org/files/pictures/Global%20Warming%20Inc.%2C%2017.%20Aug%202030.png" width="400" height="260" alt="Metropolitan area" title="Metropolitan area" /></p>
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		<slash:comments>5</slash:comments>
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		<title>Dev-Server: compete and charge others for using your tracks!</title>
		<link>http://blog.openttdcoop.org/2008/05/05/dev-server-compete-and-charge-others-for-using-your-tracks/</link>
		<comments>http://blog.openttdcoop.org/2008/05/05/dev-server-compete-and-charge-others-for-using-your-tracks/#comments</comments>
		<pubDate>Mon, 05 May 2008 10:34:03 +0000</pubDate>
		<dc:creator>planetmaker</dc:creator>
				<category><![CDATA[Coopetition]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Roleplay]]></category>
		<category><![CDATA[wwottdgd]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/?p=326</guid>
		<description><![CDATA[Today we started a new game on the openttdcoop.dev server. The patch tested is the track sharing patch currently under development by Gendemon (Forum thread). UPDATE 3: we now use the updated version 0.3 with an additional &#8220;move player&#8221; possibility to allow easier swaping of companies. For downloads see below. Please feel free to join, [...]]]></description>
			<content:encoded><![CDATA[<p>Today we started a new game on the <a href="http://www.openttdcoop.org/wiki/Dev_Server" onclick="pageTracker._trackPageview('/outgoing/www.openttdcoop.org/wiki/Dev_Server?referer=');">openttdcoop.dev server</a>. The patch tested is the track sharing patch currently under development by Gendemon (<a href="http://www.tt-forums.net/viewtopic.php?f=33&#038;t=37455&#038;p=688282#p688282" onclick="pageTracker._trackPageview('/outgoing/www.tt-forums.net/viewtopic.php?f=33_038_t=37455_038_p=688282_p688282&amp;referer=');">Forum thread</a>).<br />
<strong>UPDATE 3</strong>: we now use the updated version 0.3 with an additional &#8220;move player&#8221; possibility to allow easier swaping of companies. For downloads see below.</p>
<p>Please feel free to join, open your company or join an existing one (don&#8217;t use individual company pw here. Server has maybe pw &#8216;coop&#8217; or no pw) and extensively test this feature. Besides being a really nice feature for the usual multiplayer games, giving them a completely new dimension, this patch is, if tested successfully, also a nice, big step forward to maybe a next incarnation of the <a href="http://blog.openttdcoop.org/2007/10/28/resume-of-the-first-wwottdgd/">next wwottdgd</a> (World wide OTTD gaming day) with much more than just 10 clients connected &#8211; a real co-opetition event <img src='http://blog.openttdcoop.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
<p>So far available: <a href="http://www.tt-forums.net/download/file.php?id=90757" onclick="pageTracker._trackPageview('/outgoing/www.tt-forums.net/download/file.php?id=90757&amp;referer=');">r13031IS.diff</a>, <a href="http://www.tt-forums.net/download/file.php?id=90759" onclick="pageTracker._trackPageview('/outgoing/www.tt-forums.net/download/file.php?id=90759&amp;referer=');">linux binary (32bit)</a>, <a href="http://www.tt-forums.net/download/file.php?id=90761" onclick="pageTracker._trackPageview('/outgoing/www.tt-forums.net/download/file.php?id=90761&amp;referer=');">OS-X (intel) binary</a> and <a href="http://www.tt-forums.net/download/file.php?id=90759" onclick="pageTracker._trackPageview('/outgoing/www.tt-forums.net/download/file.php?id=90759&amp;referer=');">Win binary</a></p>
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		<slash:comments>11</slash:comments>
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		<title>novs.nl: something different for dutch(speaking) players</title>
		<link>http://blog.openttdcoop.org/2008/02/11/novsnl-something-different-for-dutchspeaking-players/</link>
		<comments>http://blog.openttdcoop.org/2008/02/11/novsnl-something-different-for-dutchspeaking-players/#comments</comments>
		<pubDate>Mon, 11 Feb 2008 07:58:52 +0000</pubDate>
		<dc:creator>XeryusTC</dc:creator>
				<category><![CDATA[Off-Topic]]></category>
		<category><![CDATA[Roleplay]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/?p=275</guid>
		<description><![CDATA[I may have said it a few times on IRC but nowadays I&#8217;m quite busy with a roleplay forums that me and some of my friends of tt-forums have set up: novs.nl. This site is all about roleplaying different parts of public transport, one person plays a transport company, the other plays a company that [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.novs.nl" onclick="pageTracker._trackPageview('/outgoing/www.novs.nl?referer=');"><img src="http://www.novs.nl/forum/styles/subveolia/imageset/site_logo.gif" alt="Logo" /></a><br />
I may have said it a few times on IRC but nowadays I&#8217;m quite busy with a roleplay forums that me and some of my friends of tt-forums have set up: novs.nl. This site is all about roleplaying different parts of public transport, one person plays a transport company, the other plays a company that builds trains/busses etc, the other plays a part of the government.<span id="more-275"></span></p>
<p>The goal of the game is to get a good public transportation running by interaction of different players. And this is where it gets fun, multiple people try to compete to get a consession or people try to get to a general solution to a problem.</p>
<p>All of this is done based on the Dutch railnetowrk, roads and governments so it is mostly for Dutch players, although the only prerequisite for taking part in this roleplay is that you are able to speak Dutch. So I invite all of the Dutch people reading this to come and join <a href="http://www.novs.nl" onclick="pageTracker._trackPageview('/outgoing/www.novs.nl?referer=');">NOVS.nl</a><br />
<img src="http://blog.openttdcoop.org/files/pictures/loc-charlie.png" width="396" height="100" alt="A sample train" title="A sample train" /></p>
<p>I might also note that a bit of general knowledge about trains/busses/trucks etc might be useful although I have done perfectly without knowing a thing on certain areas.</p>
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			<wfw:commentRss>http://blog.openttdcoop.org/2008/02/11/novsnl-something-different-for-dutchspeaking-players/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Roles, Large Boats and Shared patch</title>
		<link>http://blog.openttdcoop.org/2007/11/02/roles-large-boats-and-shared-patch/</link>
		<comments>http://blog.openttdcoop.org/2007/11/02/roles-large-boats-and-shared-patch/#comments</comments>
		<pubDate>Fri, 02 Nov 2007 04:44:13 +0000</pubDate>
		<dc:creator>Phazorx</dc:creator>
				<category><![CDATA[Member Zone]]></category>
		<category><![CDATA[Roleplay]]></category>
		<category><![CDATA[global]]></category>
		<category><![CDATA[region]]></category>
		<category><![CDATA[shared]]></category>
		<category><![CDATA[ship]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/2007/11/02/roles-large-boats-and-shared-patch/</guid>
		<description><![CDATA[I have a proposal for a fancy game we can try, which would involve multiple companies filling in for specific roles, shared global exchange idea and large capacity ships. In a nutshell - it is schema where each company is given a region, and it would not deliver any of local cargo (thus delivering all primaries to an exchange point) while being sole owner of some secondary industry and processing required materials delviered from other regions (taken from exchange point). A setup for that is a precreated map, which has few feasible regions that are [...]]]></description>
			<content:encoded><![CDATA[<p>I have a proposal for a fancy game we can try, which would involve multiple companies filling in for specific roles, shared global exchange idea and large capacity ships. In a nutshell - it is schema where each company is given a region, and it would not deliver any of local cargo (thus delivering all primaries to an exchange point) while being sole owner of some secondary industry and processing required materials delviered from other regions (taken from exchange point).<br />
<span id="more-242"></span><br />
A setup for that is a precreated map, which has few feasible regions that are big enough to fit some nice network while being completely independent from other parties in that aspect. The map features 4 large landmasses targeted as regions for activity with specific purpose in mind (industries are allocated with this idea in mind). It also uses NewCargo support that allows introduction of 3 more industries (fishing ground, brewery and food plant) and 2 more cargo types (<strong>beer</strong> and fish) as well as modification to factory (accepts wood and steel).</p>
<p><img src="http://blog.openttdcoop.org/files/pictures/Phazorx/globalcont.jpg" width="598" height="302" alt="" title="" /></p>
<p>Before introduction of shared facilities (thanks to TrueBrain again) this would only be possible if done within same company, however now situation is slightly changed.<br />
I propose using 5 companies, one being Global company that creates port facilities on tips of all 4 continents close to middle and facilitates cargo echange with huge ships (thanks to thgergo&#8217;s mod). The global company will only own stations and ships on that level and ships will have relatively small voyages (&lt;100 tiles hopefully). Both sides that do the processing and colelction of cargo will get their share of the income, due to patch features. Other companies, each of 4 taking one sector will fit in for party processing one and collecting other raw materials. Separation of companies adds some competative element as well as letting us to see graphs and proportions of cargoes (hopefully that will ease up future management). Based on the map layout i suggest this:</p>
<p><img src="http://blog.openttdcoop.org/files/pictures/Phazorx/cargo%20flow.png" width="589" height="186" alt="" title="" /></p>
<p>As far as i can see this balanced in terms of flow and each continent is producing secondary that can be either delviered somewhere as well. Depending how well the game goes &#8220;somewhere&#8221; can be foreign town, global HQ city or at worst case some local delivery. Two primary cargo types &#8211; grain and wood &#8211; can be processed at 2 continents so one acts as primary consumer and another as secondary, exact proportions are to be defined in game by throughput and efficiency of involved sides. Another activity, if desired, can come out of later pax/mail/valuables transportation between continets.</p>
<p>To make it more intreresting for participants we can have some fixed arrangement with players being signed for specific company and working exclusively in designated area while collaborating with other parties in terms of goals. The global side is going to be there only for show and as money distributer (some money will be made on ships, if more needed &#8211; it can built airports and start airtraffic between 5 high population cities in different parts of the map).</p>
<p>At this point of time i am aiming it more for a Member Zone game. Perhaps, some pier stretching will be desired to limit ship travel time even further (YAPF and NPF will not be available to ships, but still they somewhat affect performance) but aside of that it can be a nice eye candy-ish game since landscape is friendly and quite a few town are scatared along the coasts. Aside of that it is pretty much shaped up as an idea and i am finishing the map as well.</p>
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		<slash:comments>4</slash:comments>
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		<title>Whats a terraformer?</title>
		<link>http://blog.openttdcoop.org/2007/08/28/whats-a-terraformer/</link>
		<comments>http://blog.openttdcoop.org/2007/08/28/whats-a-terraformer/#comments</comments>
		<pubDate>Tue, 28 Aug 2007 20:12:50 +0000</pubDate>
		<dc:creator>Sian</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[OpenTTD]]></category>
		<category><![CDATA[Roleplay]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/2007/08/28/whats-a-terraformer/</guid>
		<description><![CDATA[We just had an interesting game on the Public Server (Game 59 when it closes down and is archived), where we tried to play a whole map without any terraforming, and IMO it was a blast. It was hard, tricky and challenging, but it was a blast. The mostÂ common problems was &#8216;relearning&#8217; how to build [...]]]></description>
			<content:encoded><![CDATA[<p>We just had an interesting game on the Public Server (Game 59 when it closes down and is archived), where we tried to play a whole map without any terraforming, and IMO it was a blast. It was hard, tricky and challenging, but it was a blast. The mostÂ common problems was &#8216;relearning&#8217; how to build stations and hubs without using any kind of terraforming to make room for it. Luckily we were realistic about our first try and got it on a very flat map so it wasn&#8217;t that big issue as it could have been. But nevertheless it forced us to think an extra time about where to place it and how to use the enviroment around the area to be used for making it even easier because you wanted to make the network just slightly more efficient.</p>
<p>The only turnoff for people was that they had some problems with that it wasn&#8217;t as easy as it used to be, failing to like a good challance from time to time. This aren&#8217;t a kind of game to be played several times in a row, but one here and then forces you to think outsite the box about how to build diffent things, but it have to be on a relatively flat map if possible to make it that tiny bit easier with fewer lakes than the game we had. they are a pain to bypass unless you &#8216;cheat&#8217; with canals at waterline paired with liberal use of dynamite, though it could debated weather it is some kind of terraforming or not.</p>
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		<slash:comments>0</slash:comments>
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		<title>Europe et large coop game</title>
		<link>http://blog.openttdcoop.org/2007/06/30/europe-et-large-coop-game/</link>
		<comments>http://blog.openttdcoop.org/2007/06/30/europe-et-large-coop-game/#comments</comments>
		<pubDate>Sat, 30 Jun 2007 13:51:13 +0000</pubDate>
		<dc:creator>Phazorx</dc:creator>
				<category><![CDATA[Community News]]></category>
		<category><![CDATA[Public Server]]></category>
		<category><![CDATA[Roleplay]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/2007/06/30/europe-et-large-coop-game/</guid>
		<description><![CDATA[There is another big game on Alanin&#8217;s server &#8211; large scale europe map. It&#8217;s a new game type we want to try with our community. Goals are &#8211; realistic functionality and eyecandy looks. Where possible &#8211; based on historical/geographical data and very minor landscaping (aside of breaking long bridges). The end result should not look [...]]]></description>
			<content:encoded><![CDATA[<p>There is another big game on Alanin&#8217;s server &#8211; large scale europe map.</p>
<p>It&#8217;s a new game type we want to try with our community. Goals are &#8211; realistic functionality and eyecandy looks. Where possible &#8211; based on historical/geographical data and very minor landscaping (aside of breaking long bridges). The end result should not look exactly as current europe railway map, but it should feel close to that, being combined cargo and pax game.<br />
<span id="more-211"></span></p>
<p>Major rules:</p>
<ul>
<li><strong>Deliver to closest</strong>. No, your wheat from Warsaw is not needed in Portugal, they can get it from Spain!</li>
<li>No visible walking of primaries, put stations somewhere close</li>
<li>Longer trains, suggested train length 11 or more tiles (2 engines 20 cars)</li>
<li>Steam/Diesel <strong>only</strong> for primaries, Electro locos for secondaries and pax, <strong>wagon speedlimits</strong></li>
<li>Preferably one kind of cargo per primary station</li>
<li>Use of trucks for collecting goods from few local primaries into railway transfer terminals</li>
<li><strong>Restrictions</strong> on amount of trains per source station &#8211; worry less about industry/cargo ratings. Total capacity of all trains &#8211; around <strong>five</strong> times monthly cargo output (i.e 2 industries  produce 100 and 400 cargo units per month, station handling these insudtries, with train capacity of 600 units, should have no more than 5 trains</li>
<li>Towns/Cities have one station per 10k of population, preferably in current suburbs, trams for shuttles</li>
</ul>
<p>Few notes on network style: due to geographical and landscape limitations we might start with few relatively large but not very connected cargo networks. Deliver-to-closest means no map wide drops but several regional (country?) drops. Wagon speed limits implies that trains will be moving at different speeds and some precautions need to be taken for splitting fast and slow moving traffic. Here is the suggestion that keeps layout simple, but coping with speed segregation (like it is done in real life): I recommend using 2 lane Mainlines with unhubbed express lane. This greatly simplifies SLH design and lets trains pick faster moving lane, although it still will be affected by same set of issue but in less limiting form.</p>
<p><a href="http://blog.openttdcoop.org/files/pictures/More%20Sand%20in%20Your%20Ear%2C%203rd%20Feb%202340.png"><img src="http://blog.openttdcoop.org/files/pictures/thumb_More%20Sand%20in%20Your%20Ear%2C%203rd%20Feb%202340.png" width="400" height="225" alt="" title=""  /></a></p>
<p>Since there will be regional visual separation of cargonetwork we donâ??t have to make them all alike, in some places simple L_R might do just fine and in other LL_RR might be used. However keep it as less bulky as possible.</p>
<p>Also this X-ML concept should only apply to cargo network, later in game wi will get to point of having to deal with large quantity of passengers and most likely will move into cross-country fast passengers lanes, similar to TGV. These will be based on separate network and have most likely be maglev, emulating realworld solution for same problem.</p>
<p>Close destination, expensive trains, wagon speedlimits, station train quantity regulation and other perks are bound to make this game challenging and in most cases company situation will be <em>strugling</em>. Which means we should closely observe efficiency of existing network and expand gradually, pick most lucrative and least expensive solutions. Some unprofitable lanes/solution might have to be modified, optimized and perhaps even abandoned or removed.</p>
<p>Be prepared for having to watch your train income closely just to be able to survive&#8230;</p>
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		<slash:comments>2</slash:comments>
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		<title>Shinkhansen, SBahn</title>
		<link>http://blog.openttdcoop.org/2007/03/06/shinkhansen-sbahn/</link>
		<comments>http://blog.openttdcoop.org/2007/03/06/shinkhansen-sbahn/#comments</comments>
		<pubDate>Tue, 06 Mar 2007 15:17:41 +0000</pubDate>
		<dc:creator>Mucht</dc:creator>
				<category><![CDATA[Public Server]]></category>
		<category><![CDATA[Roleplay]]></category>

		<guid isPermaLink="false">http://blog.openttdcoop.org/2007/03/06/shinkhansen-sbahn/</guid>
		<description><![CDATA[Menway-on-sea is a small town, a sleeping beauty in the deep forests of the nation. In the year 1965, this situation suddenly changed: executives of the grand national rail company &#8220;Kasimasi Transports&#8221; decided to connect the town to the newly invented Shinkhansen Network, a highspeed train network for passenger transport only. As you may imagine, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.openttdcoop.org/files/pictures/Kasimasi%20Transport%2C%2024.%20Sep%201968.png"><img src="http://blog.openttdcoop.org/files/pictures/thumb_Kasimasi%20Transport%2C%2024.%20Sep%201968.png" width="250" height="196" alt="Menway-on-sea is part of the Shinkhansen Network now!" title="Menway-on-sea is part of the Shinkhansen Network now!"  style="border: 1px solid black; float: right; display: inline;"/></a><br />
Menway-on-sea is a small town, a sleeping beauty in the deep forests of the nation. In the year 1965, this situation suddenly changed: executives of the grand national rail company &#8220;Kasimasi Transports&#8221; decided to connect the town to the newly invented Shinkhansen Network, a highspeed train network for passenger transport only.</p>
<p style="clear: both; padding: 5px 0px; height: 200px;">
<a href="http://blog.openttdcoop.org/files/pictures/Kasimasi%20Transport%2C%2014.%20Sep%201968.png"><img src="http://blog.openttdcoop.org/files/pictures/thumb_Kasimasi%20Transport%2C%2014.%20Sep%201968.png" width="250" height="196" alt="SBahn and Shinkhansen integrated into the landscape" title="SBahn and Shinkhansen integrated into the landscape"  style="border: 1px solid black; float: left;"/></a><br />
As you may imagine, local authorities were not amused about Kasimasi Transports&#8217; proposal. Both sides agreed on a clause about noise barriers, afforestation and environmental efforts carried out by the train company. As you may see on this aerial photo, Menway-on-sea received both a highly efficient commuter system and a link to the nationwide high-speed-train network.</p>
<p style="float: left;/>
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