Various degrees of terraforming

In almost every game that is being played on one of our servers there is a terraforming, TF for short, rule in place. However it is up to debate on what is considered to be low, medium or high terraforming. Via this blog I want to give you some insights in the various types of terraforming that we use.
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Public Server Game #124 Pimped Edition

The recently completed Public Server Game 124 is archived with about 1700 trains. Coop wouldn’t be coop if we didn’t push OpenTTD to it’s limits and that we did. Of course you can download the final savegame, take care you need r14922 or higher.

Back bone hub with 8 mainline tracks

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Creating a good new game – Call for scenarios and maps

As we currently have started a new game, prior to that – as usual – the discussion about what kind of map should be chosen, which newgrf we should use and which – if at all – boundary conditions should be used. This may drag a bit – to the dismay of a few persons, wishes may even be mutually exclusive – or result in less than optimally configured games.

Introduction screen of OpenTTD

Start screen and main menu of OpenTTD

Therefor I’d like to encourage all people to consider setting up a nice new game and providing a savegame from which a new public server game (or possibly also pro zone game) might start.
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Building means signaling

In recent games it occured quite some times that patches of ML were found without any signals on it or even worse that hubs or station entrances or exits came without signaling, just plain tracks. All examples shown here are taken from the current public server game #97.
properly signaled merge
Figure 1: properly signaled SLH (albeit unnamed!)
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Track curves

In games it is important that trains can stay up to speed, for the best flow of a network. In recent games we’ve noticed that curves in particular often aren’t long enhough, causing trains to slow down.


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