Mini Integrated Nightly [discontinued 31/12/2006]
Moderator: OpenTTD Developers
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- Tycoon
- Posts: 1395
- Joined: 12 Jun 2004 00:37
- Location: United Kingdom of Great Britain and Northern Ireland
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Another MiniIN "issue". It's not really a problem so I'll post it here.
Building costs.
It now costs 1,000 to 1,600 to build a single unit of track/road. I'm playing with "high" construction costs. The problem is that nothing else had it's price increased.
Thus we have several "issues":
a) It's now cheaper to build a tunnel (assuming it's not too long) or a bridge (any length) than it is to build a plain straight track.
b) It is now MUCH cheaper (in relation to costs) to terraform the land with an aim to create the shortest track possible, than it is to build around the terrain.
c) When I sell my super expensive track, the refund rate is the same. So I spend 1,500 but only get 79 back. So if you make a mistake (especially at the start) it's going to cost you through the nose.
Building costs.
It now costs 1,000 to 1,600 to build a single unit of track/road. I'm playing with "high" construction costs. The problem is that nothing else had it's price increased.
Thus we have several "issues":
a) It's now cheaper to build a tunnel (assuming it's not too long) or a bridge (any length) than it is to build a plain straight track.
b) It is now MUCH cheaper (in relation to costs) to terraform the land with an aim to create the shortest track possible, than it is to build around the terrain.
c) When I sell my super expensive track, the refund rate is the same. So I spend 1,500 but only get 79 back. So if you make a mistake (especially at the start) it's going to cost you through the nose.
- White Rabbit
- Tycoon
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- Joined: 22 Jun 2005 19:15
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- Tycoon
- Posts: 1395
- Joined: 12 Jun 2004 00:37
- Location: United Kingdom of Great Britain and Northern Ireland
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This is what I mean when I say I don't have the foggiest what patch does what. Especially when I can't see any logical connection between "advanced town handling" and increased construction prices. 
Also, though that does make things cheaper (which I could simply do by lowering the "construction costs" anyway
) it doesn't resolve the issues I brought up in my post..
Thanks though.

Also, though that does make things cheaper (which I could simply do by lowering the "construction costs" anyway

Thanks though.
The problem is if i build a tunnel, you only purchase 2 tiles, and not all the tiles between, like you do when building a rail track "above" the tunnel, instead of it.Moriarty wrote:Another MiniIN "issue". It's not really a problem so I'll post it here.
Building costs.
It now costs 1,000 to 1,600 to build a single unit of track/road. I'm playing with "high" construction costs. The problem is that nothing else had it's price increased.
Thus we have several "issues":
a) It's now cheaper to build a tunnel (assuming it's not too long) or a bridge (any length) than it is to build a plain straight track.
So if a tunnel is 14 tiles long you only purchase 2 tiles. If you build a rail track on exact on the same tiles you purchase 14 tiles.
Should i make terraforming more expensive? Maybe buy the land before terraforming? Or any other suggestions?Moriarty wrote:b) It is now MUCH cheaper (in relation to costs) to terraform the land with an aim to create the shortest track possible, than it is to build around the terrain.
Additional note: You bought the land and putted something on it, but if you demolish it's not your owned land any more. That's right but i have no good solution how to handle that.
If you demolish first the track (or what ever is on that tile) and get a plain tile with your ownership sign. And if you demolish that tile again, it becomes a normal grass tile. But that's not handy. Another question is what happens with that land if you do not demolish every tile twice and many tiles remain as owned land and nobody can build something on it again.
advanced town handling really makes a true challenge, i'm tackling it single-handedly!
no seriously, a very nice option, which makes you think much more about the do's and dont's of building tracks. might even be cooler if the prices go up even more if the town doesn't like you.
no seriously, a very nice option, which makes you think much more about the do's and dont's of building tracks. might even be cooler if the prices go up even more if the town doesn't like you.
"Your mother was a lobster, and your father... was also a lobster" -- The rascal formerly known as astath -- Last.fm -- Official TT-Dave Worley Fan Club

<orudge> make love to me while I surf, dear lobster

<orudge> make love to me while I surf, dear lobster
Nice idea with the local authority. But this has still no affects the price of bridges and the tunnels.astath wrote:advanced town handling really makes a true challenge, i'm tackling it single-handedly!
no seriously, a very nice option, which makes you think much more about the do's and dont's of building tracks. might even be cooler if the prices go up even more if the town doesn't like you.

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- Tycoon
- Posts: 1395
- Joined: 12 Jun 2004 00:37
- Location: United Kingdom of Great Britain and Northern Ireland
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I'm assuming you're talking about the game engine - isn't there a way around this - the game knows the length of the tunnel (the "show length" patch shows that) and then multiply by the appropriate ammount (or whatever maths you need)?gigajum wrote:The problem is if i build a tunnel, you only purchase 2 tiles, and not all the tiles between, like you do when building a rail track "above" the tunnel, instead of it.
So if a tunnel is 14 tiles long you only purchase 2 tiles. If you build a rail track on exact on the same tiles you purchase 14 tiles.
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- Engineer
- Posts: 70
- Joined: 24 Apr 2006 21:11
Hi,
I wanted to give PBS a try but I;m either missing some info on the wiki or doing it wrong.
I'm using a MiniIN compiled on 15th of october. (r6780)
I've turned off YAPF, turned on NPF as instructed.
There must be somethign I;'m not doing right as with these settings on I still only get signal-presignal-exit-combo when I control-click on signals.
is there a line I need to add into openttd.cfg? or am i just being dim and missing a patch switch in the interface?
I wanted to give PBS a try but I;m either missing some info on the wiki or doing it wrong.
I'm using a MiniIN compiled on 15th of october. (r6780)
I've turned off YAPF, turned on NPF as instructed.
There must be somethign I;'m not doing right as with these settings on I still only get signal-presignal-exit-combo when I control-click on signals.
is there a line I need to add into openttd.cfg? or am i just being dim and missing a patch switch in the interface?
Rich Tysoe
Multiplayer?
Anybody know what happened to Mini-IN multiplayer? I can't seem to find the servers anymore... 


Although I think Penticrack might still have rev. 7430 up....but it's been since updated to 7498.
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
That's a pitty - someone with enough time and will should test all the patches on the server for desyncs...
I know my 4 patches have never caused desyncs, even in the very first revision (extensively tested).
I know my 4 patches have never caused desyncs, even in the very first revision (extensively tested).
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
note :mikk36 wrote:i also stopped trying to host miniIN server... it was near impossible to play it after ~30 years... even on my own computer when i set dedicated up and connect to localhost server... i still got just disconnected or desynced...
I've been playing today from about 3pm to ... 2am (year 1980 to 2040)... with shared track, and internet player, it was rev 7512, and there was no desync.
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