Critique Requested
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- Engineer
- Posts: 8
- Joined: 05 Sep 2011 07:53
Critique Requested
Hi,
Long time lurker who decided to try a bigger scenario on OTTD. Learned a lot of stuff on the way. However... there is always room for improvement.
I would appreciate any comments on what different i could do from you all.
I have not done anything TOO complicated.. just bent the rules of the original TTD slightly.
Saved Game details : using original graphics ported from TTD, a few irrelevant AIs. The rest should be as normal.
Thanks a bunch
Long time lurker who decided to try a bigger scenario on OTTD. Learned a lot of stuff on the way. However... there is always room for improvement.
I would appreciate any comments on what different i could do from you all.
I have not done anything TOO complicated.. just bent the rules of the original TTD slightly.
Saved Game details : using original graphics ported from TTD, a few irrelevant AIs. The rest should be as normal.
Thanks a bunch
- Attachments
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- RJ Transport, 23rd Oct 2169.sav
- Saved Game File
- (2.56 MiB) Downloaded 171 times
- buckethead
- Tycoon
- Posts: 2014
- Joined: 12 Jun 2009 07:21
Re: Critique Requested
Quite massive, I admire your dedication!
Although a few junction could be improved since they've got space around with this junction: http://wiki.openttd.org/Compact_3-Way (or others, its up to you). I don't use this junction often, but in your case its preferable to use it since most junctions have a lot of trains transiting very often. Of course you can make them bigger so that trains don't slow down.
(image is horrible because I resized it.
Although a few junction could be improved since they've got space around with this junction: http://wiki.openttd.org/Compact_3-Way (or others, its up to you). I don't use this junction often, but in your case its preferable to use it since most junctions have a lot of trains transiting very often. Of course you can make them bigger so that trains don't slow down.
(image is horrible because I resized it.
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- Engineer
- Posts: 8
- Joined: 05 Sep 2011 07:53
Re: Critique Requested
Duly noted. It would be a good idea in the many cases. Thanks for responding 

Re: Critique Requested
Hi migratingaddict,
you did a great job. Of course there are some part that can be improved and there are also some decisions you should have in mind when you start your next map.
Did you ever thought about using the realistic instead of the original acceleration model? In the realistic model you will easier find the bottle necks of you track layout.
Furthermore you should have a look at the concept of shared orders and path signals, this could really make your live easier. (And you can turn KI off.)
From my point of view its also a lot more fun to build one big track layout and not so many separate track systems(even if not really needed). This is of course a design decision and depends on your goal of the game, but for me this will in general cause more "complicate" junctions, more tracks to optimize and more fun
If I find some time, I will play you map in the next days and come back to you with some concrete tips.
Martin
you did a great job. Of course there are some part that can be improved and there are also some decisions you should have in mind when you start your next map.
Did you ever thought about using the realistic instead of the original acceleration model? In the realistic model you will easier find the bottle necks of you track layout.
Furthermore you should have a look at the concept of shared orders and path signals, this could really make your live easier. (And you can turn KI off.)
From my point of view its also a lot more fun to build one big track layout and not so many separate track systems(even if not really needed). This is of course a design decision and depends on your goal of the game, but for me this will in general cause more "complicate" junctions, more tracks to optimize and more fun

If I find some time, I will play you map in the next days and come back to you with some concrete tips.
Martin
Re: Critique Requested
I missed one thing. Try to build a separate station for every cargo type pick up, otherwise you will get deadlocks and jams an picking vs. dropping cargo.
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- Engineer
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- Joined: 05 Sep 2011 07:53
Re: Critique Requested
Thanks a lot for responding Martin...
I figured out shared orders much later and got lazy. I am supposed to put trains on the same route under shared orders right? And what are/is KI? o.O
Also... How do you manage to change your ENTIRE network over from rail to maglev with 1 humongous network?
Nope.. didn't know how that system works.Did you ever thought about using the realistic instead of the original acceleration model? In the realistic model you will easier find the bottle necks of you track layout.
Furthermore you should have a look at the concept of shared orders and path signals, this could really make your live easier. (And you can turn KI off.)
I figured out shared orders much later and got lazy. I am supposed to put trains on the same route under shared orders right? And what are/is KI? o.O
Probably. And IRL this is the scenario. But for efficiency, it did seem like a bad idea... and when factoring in all the growth, it can get messy.From my point of view its also a lot more fun to build one big track layout and not so many separate track systems(even if not really needed). This is of course a design decision and depends on your goal of the game, but for me this will in general cause more "complicate" junctions, more tracks to optimize and more fun
Also... How do you manage to change your ENTIRE network over from rail to maglev with 1 humongous network?
They are separate. The Livestock,grain, steel lot are together because the route is the same and all are dropping. But other than that, the stations are just glued together with no interlinking between the other goods. It might look a little messy because i was not expecting the farms and stuff to produce so much more and hence never planned for the outrageous growth unlike in the original TTD. But will keep this in mind for the next map.Try to build a separate station for every cargo type pick up, otherwise you will get deadlocks and jams an picking vs. dropping cargo.
Re: Critique Requested
"How do you manage to change your ENTIRE network over from rail to maglev with 1 humongous network?" - maglev is pure ugly evil. I always ignore it.
"But for efficiency, it did seem like a bad idea..." - see http://www.openttdcoop.org/
"But for efficiency, it did seem like a bad idea..." - see http://www.openttdcoop.org/
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: Critique Requested
I don't know how the menu entry is called in English, but is something like Advanced Settings->Vehicle->Trains->Acceleration model. With the realistic model trains won't i.e. slow down on bridges. You can switch this in a running game and just have a look at it.migratingaddict wrote:[Acceleration]
My faultmigratingaddict wrote:[KI]

KI=Künstliche Intelligenz=Artificial Intelligence=AI
http://wiki.openttd.org/Orders#Shared_Ordersmigratingaddict wrote:[Shared Orders]
You just have to create the first train and then copy it while holding ctrl. It's quiet easy and super for lazy people like me

I usually play electrified trains from the beginning to the end and only add maglevs for passenger trains. So there is no need for me to upgrade the tracks.migratingaddict wrote:Probably. And IRL this is the scenario. But for efficiency, it did seem like a bad idea... and when factoring in all the growth, it can get messy.
Also... How do you manage to change your ENTIRE network over from rail to maglev with 1 humongous network?
The big advantage of openttd is that there is no goal and everybody can play the strategy which he likes best. I, for example, like large station and big (realistic) crossings with a lot of trains in, where you can optimize a lot. Others like to use openttd as a "toy train replacement" and create beautiful landscapes. So the decision how to play is up to you, I only want to show you an alternate approach which could be interesting for you.
You are right, the interlinks between the goods were introduced by memigratingaddict wrote: They are separate. The Livestock,grain, steel lot are together because the route is the same and all are dropping. But other than that, the stations are just glued together with no interlinking between the other goods. It might look a little messy because i was not expecting the farms and stuff to produce so much more and hence never planned for the outrageous growth unlike in the original TTD. But will keep this in mind for the next map.

If you have some time, please have a look at http://www.tt-forums.net/viewtopic.php?f=60&t=52367 . First look the initial savegame and afterwards my restructured one. This the the best argument in relation to efficiency. More trains on less tracks

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- Engineer
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Re: Critique Requested
Thanks for the link Kogut. Those junctions are incredibly complicated and large in size to my liking. However, it would work when you have extreme amounts of traffic and a well connected network. Also, I keep my trains separate.
If I have 3 grain trains and 3 livestock trains going into the same station, That station has atleast 4 platforms.. it keeps the traffic moving.
The link you sent me Martin, I saw the png of the train network, trying to replicate that with the amounts of traffic would probably take my head off. Will play out the saved game soon and let you know (there are 2 huge files)
Thanks!
But if you share track, than you have to split the livestock and grain pickup, since the don't grow in the same speed. And you need a separate pickup station at the factory, otherwise there are maybe all platforms occupied with cargo trains waiting for goods and the livestock,grain and steel can not enter the station.
If I have 3 grain trains and 3 livestock trains going into the same station, That station has atleast 4 platforms.. it keeps the traffic moving.
The link you sent me Martin, I saw the png of the train network, trying to replicate that with the amounts of traffic would probably take my head off. Will play out the saved game soon and let you know (there are 2 huge files)
Thanks!
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- Engineer
- Posts: 8
- Joined: 05 Sep 2011 07:53
Re: Critique Requested
I had a look at those 2 saved game files...
HOLY CRAP!
I never thought of volumes of that levels. Also, I haven't bothered increasing train length over 7 tiles. Spreading out stations though I will do in my next game.
I still think it is a better idea to keep the networks apart or create sub networks with a few major junctions.
My head is still hurting figuring out some junctions.
Thanks for the insight!
HOLY CRAP!
I never thought of volumes of that levels. Also, I haven't bothered increasing train length over 7 tiles. Spreading out stations though I will do in my next game.
I still think it is a better idea to keep the networks apart or create sub networks with a few major junctions.
My head is still hurting figuring out some junctions.
Thanks for the insight!
Re: Critique Requested
Please don't use the link as "best practice". Especially the trains length is a problem there. On small maps I use 5 or 7 tile trains, but only exactly one length, otherwise you will have a lot of trouble in building junction and stations for trains with multiple length. Sometime it is a good idea to use this small trains as feeder for larger trains, if you carry the cargo on long distances. I prefer to have only one factory per type in my map and carry everything to this one factory.
But as I mentioned above, you are free to find you style of playing. Just test some ideas and skip or improve them in your next game.
But as I mentioned above, you are free to find you style of playing. Just test some ideas and skip or improve them in your next game.
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