Project: cargodest

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Aali
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Re: Project: cargodest

Post by Aali »

err, I made the latest incarnation of the patch, I should know :P

It does NOT affect cargo generation in any way, the number of destinations you have connected makes no difference.

@Thief^: cargodest does not make sure passengers can reach their destination, it only gives them a possible destination when they're generated, if the conditions change after the cargopackets have been generated, they will not be rerouted. (And it is still very much exploitable)
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Thief^
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Re: Project: cargodest

Post by Thief^ »

They won't get on the train unless they think they can route to their destination, which makes it a LOT harder to force them to go all the way across the map over and over.
Last edited by Thief^ on 13 Feb 2009 18:44, edited 1 time in total.
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Roest
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Re: Project: cargodest

Post by Roest »

Talking about realism. Some years ago i spent some time in the US and needed to go from Washington to San Francisco. At the airport they told me a price of 1k $. So i checked the internet (travelocity to be exact) and got a connection that only cost 330$. Only it was 3 flights: Washington-Orlando, Florida;Orlando-Chicago and Chicago-San Francisco. Now try to implement that :)
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Re: Project: cargodest

Post by Wasila »

Just built a train route from Washington to SF (playing world map). True, but eg if you're going train-bus-air-train chances are you're going to buy the tickets seperately. Like when you take the bus to the train station.
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Re: Project: cargodest

Post by Aali »

Thief^ wrote:They won't get on the train unless they think they can route to their destination, which makes it a LOT harder to force them to go all the way across the map over and over.
But once you have forced some passengers on a train you can make infinite profits off of those passengers.. which is just absurd.
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Re: Project: cargodest

Post by Wasila »

This would be a loophole and can be abused, but so can distant-join-stations in the way described I believe in the General Discussions thread. All we have to do is class it as cheating and ban it in multiplayer (to the discretion of the individual admins of servers, naturally), and if people want to do it on their own games, be my guest.
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Re: Project: cargodest

Post by DaleStan »

Wasila wrote:Also in reality (I know, that dreaded word) you pay for each leg individually.
Maybe in your reality, but in mine, a trip that involves sitting in an airport for three hours is usually cheaper than a direct flight. Even if that adds 50% or more to the total travel distance.
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Re: Project: cargodest

Post by Wasila »

Any instances between transport types? This sort of thing is available in reality, but in a much more limited form than available in cargodest.
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Re: Project: cargodest

Post by Conditional Zenith »

CommanderZ wrote:
that will "steal" passengers from the long distance route and your profits will decrease
I think this is exactly what cargodest eliminates. AFAIK the amount of passengers generated depends on available destinations.
Many of us wish that cargodest did. Cargodest only gives passengers destinations, it doesn't change passenger generation at all. I believe that was planned for later.
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SirXavius
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Re: Project: cargodest

Post by SirXavius »

And until that and other issues get fixed, i've gone back to normal play. There are some many good aspects to cargodest (like the fact that cargo/pax isn't started at a new station until a route has been established), but after a few games of "route management" rather than "transportation coordinator", it began to lose its fun, especially with all the problems that have been enunciated in this thread....

Will wait for later :(
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Hamilton2007
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Re: Project: cargodest

Post by Hamilton2007 »

Sorry if i overlooked some pages, but is there a BIN availble of cargodest with a nightly after introduction of NOAI in nightly ?
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CommanderZ
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Re: Project: cargodest

Post by CommanderZ »

Try the 28th page.
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Re: Project: cargodest

Post by NukeBuster »

My game crashes when trying to remove the uppermost order of the only ship in this game.
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autosave8.sav
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Aali
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Re: Project: cargodest

Post by Aali »

Nice catch; removing an order does make it go into an infinite loop if there's not atleast one load and one unload order left in the orderlist. (An order with no "no load/unload" flags is both and will not cause this)

:EDIT:

Patch updated
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cargodest_r15507.patch
(216.36 KiB) Downloaded 210 times
peebee
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Re: Project: cargodest

Post by peebee »

Is there any chance that anyone creates a bin with 0.7 and cargodest?
Conditional Zenith
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Re: Project: cargodest

Post by Conditional Zenith »

That would be hard, 0.7.0 doesn't exist yet.
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Re: Project: cargodest

Post by peebee »

I mean the first beta of 0.7.0, of course. And that version still exists.
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Re: Project: cargodest

Post by dihedral »

where would be the difference for you if it was a 0.7.0-beta1 patched with cargodest or a more recent trunk revision?
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Re: Project: cargodest

Post by peebee »

I think that there will be more options in 0.7.0 beta1 including the cargodest patch than in the older versions, please correct me if I'm totally wrong.
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Re: Project: cargodest

Post by dihedral »

trunk/ is where development takes place! see vcs.openttd.org
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