Quigley & Co (Mainserver Game) – An end-of-term report

Map OverviewAfter some days of abstinence due to hard training and preparation for championships I joined the Mainserver-Game tonight again.
I really like the way those tracks are shaped into the landscape, as you can see on the screenshot. Therefor I made a photomontage, so you can get an impression of the whole network.

In my opinion it is technically not to difficult: not too much jam risk in a decentralised network and no big mainlines Hubs and everything. Maybe the Terminus Stations will become a problem somewhen. On the other hand you really need to be good in analysing the landscape and create proper tracks without too much landscaping.
What do you guys think?

Actually we are connecting stations and building trains to get some traffic in our network.

Sandbox up again

Hello,

the Sandbox is now working again (at revision 9392). Join in and enjoy newhouses!

Current state of Sandbox Server

Hello community,

currently, a bug keeps us from joining our Sandbox Server. The bug was introduced some nightlies ago but today’s nightly will fix it again. So stand by for more nightly action starting today, 19.00 GMT!

First impressions of the current Mainserver Game

Hello out there,

I’m writing a short report about the ongoing mainserver game. Starting two days ago we decided to start once again on the “alpine_valley_103” scenario. It has a lovely landscape, a nice combination of high mountains and blue water.

Our plan consists of:

  • Keep terraforming to a minimum
  • Make the trainroutes appear as realistic and good-looking as possible
  • Create a cargo network which does not have one single drop
  • Use LR lines only to preserve the landscape
  • Build cargo routes in valleys rather than moving from point A to point B and ignoring the landscape
  • Aim for mid-distance cargo trains
  • Decide about a passenger network layout later on

As a first step, we started out with the usual moneymaker route. This time, its already constructed to fit into the landscape. Even better: because of its beautiness we decided to keep this route alive throughout the game. But judge by yourself:
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Some things never change

Well, what I bring up tonight is an observation I made while playing on the Sandbox Server last evening. First to say, most people playing the past game may have experienced both sickness and dizziness. This *may* be due to the circumstance that the played scenery was toyland. But in the end the game had a great network, with many nice hubs, exits, entries and all the usual stuff you like in our games. Later on, I found this interesting “feature” implemented to the Toy/Cola exit:

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