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Posted: 10 Mar 2007 22:44
by Juhl
This sounds very promising :)

As far as I understood by the PDF file the only means to raise the city rating, when this is really bad, is to build trees? I was thinking that perhaps some kind of lobbying could be implemented just like the bribe and the advertising options. The effect should not be instantaneous but rather improve the city rating over a period of time, say e.g. 5 years. Also, this method of improving the rating should perhaps be limited to increasing the rating from "very bad" to "ok" (sorry, can't remember the names of the ratings) but not beyond.

On a side note; When the new maintenance and reliability system is introduced, it is crucial that these informations are readily available to the player in order to optimise his/her routes.

Since this concept needs a lot of play testing, perhaps the subversion branch should be added to the compile farm, like the new houses branch, in order to make play testing easier for no-compiling-yet-ottd-playing-players :)

Posted: 11 Mar 2007 07:39
by Celestar
It will be added to the compile farm for testing as soon as there is something to test :)

Celestar

Posted: 11 Mar 2007 21:37
by iNVERTED
RFT wrote:I wrote a really nice polite post about the suggested speed limits being too restrictive for conventional rail (as 160 kmk/h renders a lot of fast diesel and steam trains pointless) but the bloody anti-spam thing complained about it (why? it wasn;t long, it wasm;'t short. it was just a normal forum post) and I really can;t be bothered typing it all out again as it had disappered when I clicked "back"...
I think the anti-spam filter rejects posts that you've taken a long time to write.

If you get the anti-spam message, go back, refresh (which will still keep the message there if you use Firefox), then hit submit again. Works for me.

(end of offtopicness)

Posted: 12 Mar 2007 01:56
by richk67
I find clicking Preview works to refresh the submit.

Posted: 12 Mar 2007 02:12
by Ailure
Celestar wrote:It will be added to the compile farm for testing as soon as there is something to test :)

Celestar
Would been funny to have a branch that is nothing else but a copy of the main trunk otherwise. :P

Posted: 12 Mar 2007 09:09
by Celestar
Yeah, but a lot of effort is framework that you won't see anyways, unless you feel like digging through the debug output :)

Celestar

Posted: 19 Mar 2007 10:36
by Celestar
The gamebalance branch has been added to the nightly builds to test (compiled Sunday and Thursday at 2000UTC).

I've added a global economy and different wealth levels for towns. Player performance (transported passengers / total passengers) at a town can influence the wealth level.

Feedback is highly needed.

http://nightly.openttd.org/gamebalance/scoreboard.php

Celestar

Posted: 19 Mar 2007 12:38
by Celestar
Please not that savegames of different versions of the gamebalance branch might NOT be compatible. Saveload isn't work at all up to now for the new properties

Celestar

Posted: 19 Mar 2007 12:49
by antichaos
Gamebalance branch doesn't compile on MSVC. I get a lot of this:

Code: Select all

gamebalance\src\fixedt.h(82) : warning C4146: unary minus operator applied to unsigned type, result still unsigned
gamebalance\src\fixedt.h(152) : see reference to class template instantiation 'FixedRawT<Tstorage,Tdec_bits>' being compiled
        with
        [
            Tstorage=int32,
            Tdec_bits=16
        ]
Edit: Fixed promptly as promised in r9346. Thanks KUDr

Posted: 19 Mar 2007 13:35
by Celestar
This will be fixed later today when one of our very few MSVC devs gets home :)

Celestar

Posted: 19 Mar 2007 20:39
by Scia
It is nice to play with it.

Feedback:

A wealthy ~260 passenger town can create very many passengers. I had two bus stations packed with 300+ passengers served by 4 double deckers to a town some 40 squares away. It makes it a bit too easy (or too hard to get a good rating)

My basic economic growth was set to high, so I think it was meant to be easy.

Posted: 21 Mar 2007 08:52
by Celestar
Yeah I think we generate a little too many passengers. What year were you playing in?

Celestar

Posted: 21 Mar 2007 10:24
by Samme
Very interesting project this is, keep up the good work!

Posted: 21 Mar 2007 11:04
by Wolf01
i planned a total rewrite of the daylength patch also because some players requested it, i hope it will be a part of the economy balance

the only problem, is that i don't think to make it alone, so if somebody wants to do it with me is possible to have a new version of it

Posted: 21 Mar 2007 12:03
by Celestar
I already have daylengths somewhere, but I won't commit it before the weekend I think

Celestar

Posted: 21 Mar 2007 13:25
by Psistorm
so daylength is going to be in? awesome :D

Posted: 21 Mar 2007 17:28
by Scia
Celestar wrote:Yeah I think we generate a little too many passengers. What year were you playing in?

Celestar
I was playing in the 1920's.

with pb_HOVS and dbsetxl

Edit:

I upgrade my revision to r9389 and got thrown out twice within a minute or so with:

Code: Select all

 Floating point exception (core dumped)
For the time being I think I'll revert to an older revision or so ;)


Edit 2:

It only seems to happen in my old savegame when it goes to a next month.

Regards,

Scia

Posted: 22 Mar 2007 08:26
by Celestar
It happens because the new economy stuff is not (yet) saved, thus there might be "division by zero" errors. I hope to get around coding the saveload stuff today so that at least in-branch savegames can be loaded.

Celestar

Posted: 22 Mar 2007 11:12
by Celestar
Basic save/load features have been implemented.

Celestar

Posted: 26 Mar 2007 09:51
by Ailure
One thing I enjoyed in this document, is that each thing does have it's role. Such as monorail being the cheapest alternative of them all. I like variety in my games, and the simple fact that there's no difference between electrified railways and regular railways annoys me. But I see that's something that's going to be resolved too. :)