Impressions of Public-Server Game #74

The last Public-Server Game was quite a nice one. The game was played for more than 80 hours in six days (14th – 20th December). Due to the fact our players live throughout the world our games can run almost 24/7.
Connection to the Factory (PublicServer Game 74)


We built 600 trains with a train-length of 8 tiles. They bring a network quite into struggle. But our massive tracks with 4 lanes or more were able to handle the traffic. Remember, those trains use as much tiles as 1200 4 tile trains. Read the rest of this entry »

Public-Server Problems Solved

Today the Public Server was updated to the latest Nightly r11601. As well we had to fix several problems with the current game.

  • Cities didn’t accept food
  • Factories didn’t accept Steel, Plastic & Paper
  • You couldn’t build industries -> desync

Those problems where fixed. The only town which accepts food is Lenthwaite (there is also the Food Drop). I don’t want to go in details too much. Enjoy the game again. 🙂

New Public-Server Game started

Some minutes ago I archived PublicServer Game #71 and restarted the Public-Server. The new game is quite challenging. A difficult 256×1024 map, a lot of water and high mountains with rough coasts are difficult to handle. In my opinion a perfect place for a coop company. I also loaded the NARS train-set and PikkaBirds Industries.

Enjoy the game.

Btw. if you want to request a restart write an e-mail to openttdcoop [at] ppcis.org. This makes life much easier for the administrators.

Coopetition?

Hi guys, I was thinking the other day that it would be very awesome if we started running a 4v4 coopetition game.

Phazorx and I were discussing this, and I wanted to open it up to other suggestions.

Our ideas:

The game would be a medium sized map with two identical continents. Each team would have a different continent, and they would try to build rival networks of the same type (freight v freight, pax v pax, combo v combo). For this to work, we need to make a ‘score’ system. This is some formula that will take into account differences between each team’s network and then work out which one was the best. We thought that the formula should take into account:

Yearly profit in last game year.
Number of Vehicles.
Cargo delivered in last game year.
Flow and visual appeal of network.

If anyone has an idea of a formula we can use. Please post it.

Also, my main thought was that unlike previous coopetition games that were run for a period of two hours or so,

this would be a much longer game. Running till about the year 2150-2200 in game. Also, its my idea that every
‘usual suspect’ and member be assigned a team before the start of the game, even if they dont play, it gives some
indication of who should be on what team when they join the game. It should be an even mix between skilled and new players, as well as taking into account who is online at what times usually. Its no good if the teams are equal if
you can only get one online at any one time.

Finally, there should be a rule about no deliberate interfering with the other team’s network. I know that removes a bit of the fun, but I’d like this game to be about network design, so players spend their time building their own
network instead of trying to ruin the other team’s.

For this to work, there will need to be some set ‘Judges’ who can keep an eye on players. It would probaly be best if they joined the game as spectators, then all players could agree that the Judge wasn’t helping one team build or something like that.
I think that if we can get people interested in this, it can be one awesome game of OTTD.

What does everyone think?

2 Beta’s in same week!

Our lovely member Progman did it! A config tool for a easy way to set our start options, no thinking about diff_options anymore.

Progmanâ??s Config Tool

Because the NewGRFs will also be managed over this tool, we need a new system for saving our GRFs, they need to have the right orders. Trainsets have to be after narrow gauge track i.e. etc.

Read the rest of this entry »