Mini Integrated Nightly [discontinued 31/12/2006]

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

Moderator: OpenTTD Developers

Moriarty
Tycoon
Tycoon
Posts: 1395
Joined: 12 Jun 2004 00:37
Location: United Kingdom of Great Britain and Northern Ireland
Contact:

Post by Moriarty »

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.
User avatar
White Rabbit
Tycoon
Tycoon
Posts: 1734
Joined: 22 Jun 2005 19:15

Post by White Rabbit »

You don't have to pay for expensive infrastructure. Turn off advanced town handling and the prices get down to normal.
Image
Moriarty
Tycoon
Tycoon
Posts: 1395
Joined: 12 Jun 2004 00:37
Location: United Kingdom of Great Britain and Northern Ireland
Contact:

Post by Moriarty »

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.
Zavior
Engineer
Engineer
Posts: 14
Joined: 06 Aug 2006 14:12

Post by Zavior »

I prefer to play with that option on, it makes the game more interesting as you cant spread like wildfire in the beginning.
Moriarty
Tycoon
Tycoon
Posts: 1395
Joined: 12 Jun 2004 00:37
Location: United Kingdom of Great Britain and Northern Ireland
Contact:

Post by Moriarty »

Zavior wrote:I prefer to play with that option on, it makes the game more interesting as you cant spread like wildfire in the beginning.
Agreed, it does make life more difficult - which is a pleasant change. My qualms come from the fact the patch obviously isn't very complete.
gigajum
Route Supervisor
Route Supervisor
Posts: 511
Joined: 08 Mar 2006 08:33
Location: Germany

Post by gigajum »

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.
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.
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.
Should i make terraforming more expensive? Maybe buy the land before terraforming? Or any other suggestions?

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.
User avatar
lobster
Tycoon
Tycoon
Posts: 5671
Joined: 21 Dec 2003 23:30
Location: Atlantic Ocean
Contact:

Post by lobster »

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.
"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

Image

<orudge> make love to me while I surf, dear lobster
gigajum
Route Supervisor
Route Supervisor
Posts: 511
Joined: 08 Mar 2006 08:33
Location: Germany

Post by gigajum »

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.
Nice idea with the local authority. But this has still no affects the price of bridges and the tunnels. :(
Moriarty
Tycoon
Tycoon
Posts: 1395
Joined: 12 Jun 2004 00:37
Location: United Kingdom of Great Britain and Northern Ireland
Contact:

Post by Moriarty »

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.
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)?
Xaykev
Engineer
Engineer
Posts: 99
Joined: 19 Jan 2006 11:53

Post by Xaykev »

I use a .grf that makes specific things more expensive like tunnels and bridges.
I like that a lot, it makes the game much more challenging and more realistic too.
It also makes the airplanes more expensive so the game is more balanced now.
penticrack
Engineer
Engineer
Posts: 70
Joined: 24 Apr 2006 21:11

Post by penticrack »

could it be the svn location on the first post isnt the newest or wrong?

svn://svn.openttd.org/branch/MiniIN don´t want to work for me but the wiki url: svn://svn.openttd.org/branches/MiniIN works fine...
RFT
Engineer
Engineer
Posts: 109
Joined: 15 Sep 2004 11:15

Post by RFT »

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?
Rich Tysoe
User avatar
glx
OpenTTD Developer
OpenTTD Developer
Posts: 623
Joined: 02 Dec 2005 15:43
Location: Drancy(93) - France
Contact:

Post by glx »

r6780 is not a MiniIN nightly
RFT
Engineer
Engineer
Posts: 109
Joined: 15 Sep 2004 11:15

Post by RFT »

that would certainly go some way to explain the problem :)

It must be a trunk nightly and i'd mislabelled the folder.

thanks.
Rich Tysoe
User avatar
Mets
Engineer
Engineer
Posts: 10
Joined: 12 Jun 2006 04:05

Multiplayer?

Post by Mets »

Anybody know what happened to Mini-IN multiplayer? I can't seem to find the servers anymore... :cry:
User avatar
SirkoZ
Tycoon
Tycoon
Posts: 1518
Joined: 06 Mar 2004 23:51
Location: The sunny side of Alps

Post by SirkoZ »

:D Nobody's hosting it...
Although I think Penticrack might still have rev. 7430 up....but it's been since updated to 7498.
User avatar
mikk36
Engineer
Engineer
Posts: 12
Joined: 12 Jul 2006 02:24
Location: Estonia
Contact:

Post by mikk36 »

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...
User avatar
SirkoZ
Tycoon
Tycoon
Posts: 1518
Joined: 06 Mar 2004 23:51
Location: The sunny side of Alps

Post by SirkoZ »

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).
User avatar
mikk36
Engineer
Engineer
Posts: 12
Joined: 12 Jul 2006 02:24
Location: Estonia
Contact:

Post by mikk36 »

yeah
we'd play miniIN over the net all the time because of it's cooperation patch (shared tracks etc) but this desync bug didn't let us :(
fabca2
Transport Coordinator
Transport Coordinator
Posts: 312
Joined: 14 Apr 2004 15:18
Location: Fr

Post by fabca2 »

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...
note :
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.
Post Reply

Return to “General OpenTTD”

Who is online

Users browsing this forum: Semrush [Bot] and 20 guests