IRC logs for #openttd on OFTC at 2016-01-22
        
        
        
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00:41:13  *** LadyHawk has joined #openttd
 
00:47:58  <argoneus> imagine if pokemon were real
 
00:59:28  <Wolf01> I would like to have an Absol
 
01:01:55  <Eddi|zuHause> i've seen that video.
 
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12:17:37  <argoneus> good morning train friends
 
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16:03:58  * Mazur wipes the perspiration off his brow.
 
16:04:06  <Mazur> had a bit of a scare, there.
 
16:05:08  <Mazur> Upgraded BIOS, had not made preparations for should it go wrong, as I did not see how it could go wrong, then laptop stayed blank for half a minute on first boot into new BIOS.
 
16:06:49  <Mazur> When it finally booted, X login never appeared.  That, however, upon second reading, was a disk shutdown error, boot sequence was asking for confirmation to FSCK.
 
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16:24:32  *** ChanServ sets mode: +o Alberth
 
16:28:45  <Wolf01> Mazur, you are lucky, my main bios has suicide intentions, it killed 2 ram banks and tried to kill the new ones, so I had to switch to the secondary one, and I updated it too just to be sure it understand what could happen if tries to do bad actions
 
16:29:29  <Wolf01> too bad I can't flash the main one from here, and it doesn't like to boot
 
16:46:05  <Flygon_> I was worried Wolf01 was trying to prevent a human suicide for a sec
 
16:46:07  *** Flygon_ is now known as Flygon
 
16:46:19  <Flygon> I've gone through way too much of this
 
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19:32:55  <V453000> train on 2 tracks? why
 
19:33:03  <Eddi|zuHause> wtf is that even supposed to be?
 
19:33:17  <V453000> heh you could make train track sprites look like 2 tracks, but good luck making it look nice
 
19:34:05  <Eddi|zuHause> well, somebody wanted to make a "Breitspurbahn" GRF, but i don't know if that ever went anywhere
 
19:35:17  <Eddi|zuHause> the only "train" i know that ever relied on double track rails was the DORA cannon in the siege of sewastopol
 
19:35:45  <Eddi|zuHause> there's also the ultra wide track in baikonur
 
19:45:47  <DorpsGek> Commit by translators :: r27501 trunk/src/lang/greek.txt (2016-01-22 19:45:38 +0100 )
 
19:45:49  <DorpsGek> greek: 4 changes by Ferrum
 
19:51:40  <Eddi|zuHause> zokier: try without fullscreen mode
 
19:52:55  <zokier> Eddi|zuHause: ok, it doesn't happen in windowed mode
 
19:52:58  <Eddi|zuHause> zokier: anyway, that is almost certainly the fault of your graphics driver. all openttd could possibly do is provide workarounds
 
19:53:51  <zokier> thats kinda what i was afraid of
 
19:53:52  <Eddi|zuHause> zokier: try starting openttd with "-b 32bpp-optimized" or "-b 32bpp-anim"
 
19:54:29  <Eddi|zuHause> ("optimized" will disable palette animation, like water flowing or fire burning)
 
19:54:48  <zokier> same thing happens with 32bpp blitter
 
19:55:08  <Eddi|zuHause> then i'm out of ideas
 
19:57:22  <zokier> ok, thanks for the suggestions anyway
 
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20:25:41  <Eddi|zuHause> a lark, supposedly
 
20:26:31  <andythenorth> by definition I suppose
 
20:27:23  <Eddi|zuHause> unless it's a nightingale
 
20:29:44  <andythenorth> definitions are hard
 
20:44:17  <frosch123> oh my, i found it kind of annoying that belts feed into the exit of underground belts also sideways
 
20:44:35  <frosch123> but today's fff shows that you can actually use that weirdness for something unique
 
20:44:37  <Wolf01> what, TT low strategy and low excitement? Did they even play it?
 
20:46:27  <frosch123> i also noticed the weirdness of splitters not splitting symmetrically
 
20:46:30  <V453000> I was seriously WTF IS THIS SHIT when I saw it the first time
 
20:46:36  <frosch123> but did not found such tricks to actually use it for something :p
 
20:47:13  <frosch123> i remember requiring a belt line switcher before
 
20:47:21  <frosch123> now i learned how it can actually be done :p
 
20:47:35  <V453000> well belt switcher is easy to do
 
20:47:38  <V453000> this shit is just pure magic
 
20:47:51  <V453000> smart, but still magic :D
 
20:47:58  <frosch123> you need the trick with the underground belt
 
20:48:01  <frosch123> or is there anothjer one?
 
20:48:24  <V453000> I guess you need the underground belt
 
20:48:30  <V453000> which admittedly is not very intuitive either XD
 
20:49:10  <frosch123> yeah, it annoyed me several times, that stuff feeds into underground belts that way, but i did not notice that only one lane actually feeds
 
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20:49:27  <Eddi|zuHause>  <Wolf01> what, TT low strategy and low excitement? Did they even play it? <-- i think by "excitement" they mean "adrenaline-inducing action"
 
20:50:42  <Wolf01> like when you removed a signal and suddenly remembered there is another train there and no more signals?
 
20:50:49  <V453000> yeah ... I didn't notice it until I saw it on some post which explained tricks with belts
 
20:51:04  <andythenorth> TT has very low strategy
 
20:51:51  <andythenorth> there is a basic low-level background strategy
 
20:51:52  <V453000> DO I WRECK THESE FUCKING TRAINS OR NOT
 
20:52:05  <andythenorth> “build routes that are profitable"
 
20:52:24  <Wolf01> if you want to play it the base way, you can do motherboard-bus-style-track between 2 stations and flat map
 
20:52:44  <Eddi|zuHause> Europa Universalis is definitely on the "hard" side of strategy
 
20:52:48  <Wolf01> if you want to cram more train that tiles into a zone, you need a bit of strategy
 
20:53:04  <Eddi|zuHause> it took me months to get to know even the basic game rules
 
20:53:05  <andythenorth> nah, that’s mostly tactics :)
 
20:53:31  <frosch123> Eddi|zuHause: you are mixing "hard" and "complex"
 
20:53:58  <frosch123> something that has so complex rules that it takes ages to learn it, is not necessarily hard
 
20:54:29  * andythenorth tries to figure out if there is any other strategy in TTD
 
20:54:35  <andythenorth> probably not tbh
 
20:54:41  <andythenorth> there is strategy when a GS is used
 
20:54:42  <frosch123> the best games are those, which are hard, but still have simple rules
 
20:55:12  <Eddi|zuHause> frosch123: well, europa universalis has "simple" rules. you declare war, you go into battle, and you get a result...
 
20:55:25  <Eddi|zuHause> that result is probably not good, if you have no deeper understanding of things
 
20:55:33  <frosch123> no, it has a plethora of ideas and building to pick from
 
20:55:38  <Wolf01> I don't have a clear definition of tactic vs strategy, but as far as I remember, most RTS games should instead be tactic games
 
20:55:47  <frosch123> trade, merchants and other weidos
 
20:56:00  <Eddi|zuHause> yes, those are the complex things
 
20:56:16  <Eddi|zuHause> but you can easily play on without knowing those
 
20:56:51  <Eddi|zuHause> the tutorial says something like "put one merchant home, the other one(s) at the next downstream node"
 
20:56:57  <Eddi|zuHause> that is probably good enough for a while
 
20:57:36  <Eddi|zuHause> "tactic" is usually whatever comes before the battle, "strategy" is what comes during the battle.
 
20:58:09  <Wolf01> wiki says the opposite
 
20:58:17  <Eddi|zuHause> there may be grey areas between them
 
20:58:22  <V453000> OMG I MANAGED TO INSTALL PIL
 
20:58:34  <frosch123> V453000: why would you have to?
 
20:58:41  <frosch123> what are you doing?
 
20:58:52  <V453000> python script for creating spritesheets
 
20:58:58  <V453000> we do that in factorio
 
20:58:59  <Wolf01> no, also wikien says that: Strategy is undertaken before the battle. Tactics are implemented during battle.
 
20:59:00  <Eddi|zuHause> V453000: use pillow?
 
20:59:16  <V453000> Eddi, console told me missing PIL, so I obeyed :P and it works
 
20:59:29  <andythenorth> never ever try to install PIL
 
21:00:00  <frosch123> oh my... once there was a train weirdo who built stuff on #coop... then he decided to go into pixel drawing, transitioned to 3d modelling,... and now he start programming :)
 
21:00:26  <andythenorth> I went the exact opposite
 
21:00:35  <V453000> it's fine frosch123 , the shithead just managed to install the tool and use a script with fairly idiot-proof parameters :P
 
21:01:13  <andythenorth> i was coding games, then I started doing 3D CGI, then drawing, now I’m on eBay buying model trains
 
21:01:40  <andythenorth> Eddi|zuHause: tactics / strategy /s above
 
21:01:44  <frosch123> andythenorth: do you think V will continue with lego?
 
21:01:45  <andythenorth> although it’s a grey area
 
21:01:52  <andythenorth> frosch123: dunno :)
 
21:01:59  <Wolf01> example, take starcraft: the only strategy I see there is "oh, I'm $race and I spawned here, so I should do this and that" during battle you use a lot of different tactics and end up doing anything about the strategy you thought about
 
21:02:06  <andythenorth> a battle is tactics in a campaign
 
21:02:27  <andythenorth> an engagement is tactics in a battle
 
21:02:38  <andythenorth> a melee is tactics in an engagement
 
21:02:46  <andythenorth> and it’s all turtles from there
 
21:03:03  <andythenorth> frosch123: got any landscape gen ideas?
 
21:03:17  <andythenorth> and can we bin the crappy tropic settings for TGP?
 
21:03:21  <Eddi|zuHause> ok, then, apparently "strategy" is long-term planning, while "tactics" is short-term
 
21:03:21  <andythenorth> because they’re dumb
 
21:03:57  <andythenorth> Eddi|zuHause: +1, and strategy <-> tactics depending on time horizon
 
21:04:09  <Wolf01> instead TT is strategy, because you need to think about a profitable route to extend for the next 100 years, you aren't there for moving the tracks like a swamp river
 
21:04:30  <andythenorth> TT is _mostly_ tactics
 
21:04:54  <andythenorth> but that is debatable forever and a day
 
21:05:13  <V453000> what about playing TT with a long-term strategy, like using network which is expandable etc.
 
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21:05:16  <Wolf01> but you need a vaste view and prevision for the next years, which is a strategy
 
21:05:26  <Wolf01> if you focus on micromanagement is tactics
 
21:05:32  <andythenorth> I guess there are ‘strategies’ and ‘winning / losing strategies'
 
21:05:33  <Eddi|zuHause> i think what the table was trying to say is you don't need a lot of planning to get a successful company going in TT
 
21:05:40  <andythenorth> in TT there is only one winning strategy
 
21:05:44  <andythenorth> all else is moot
 
21:05:56  <Eddi|zuHause> you can always use more, but it's not required
 
21:06:21  <andythenorth> ‘build profitable routes'
 
21:06:24  <Eddi|zuHause> i think they forgot minecraft ;)
 
21:06:26  <V453000> I understand tactics vs. stragey like: In starcraft, I use strategy X as in going mass marines, and in the battle I use tactics Y like splitting the marines to certain clusters
 
21:06:49  * andythenorth must play OpenTTD
 
21:06:58  <andythenorth> I am using Busy Bee, so…no strategy at all
 
21:07:06  <andythenorth> except don’t build stupidly
 
21:07:22  <frosch123> andythenorth: ideas consist of: 1. rename 'smoothness' to 'scale', 2. add mapgen/heightmap preview, 3. add 8 or more sliders which specify a monotonic height transformation using splines, which transforms heightmaps and mapgen maps, defines sea, plains, snowline and plateous, 4. remove the hardcoded climate-mapgen relations and instead allow saving/loading setting profiles, 5. alow setting sea, desert, rainforest and snow as percentages of
 
21:07:23  <frosch123> map area, instead of fixed heights
 
21:07:23  <V453000> to OpenTTD I would translate this similarly, big goal = strategy, implementation / how you lay out tracks / how you solve junctions/stuff = tactics
 
21:08:11  <andythenorth> what does ‘smoothness’ even do?
 
21:08:18  <Eddi|zuHause> frosch123: bonus points for disabling the snowline slider if a snowline grf is used
 
21:08:19  <andythenorth> it just makes coasts ugly or not
 
21:08:24  <frosch123> andythenorth: it zooms the map
 
21:08:37  <frosch123> rough means zoomed out: many small hills
 
21:08:37  <andythenorth> the only valid smoothness value is ‘rough'
 
21:08:45  <andythenorth> the rest are stupid
 
21:08:46  <frosch123> smooth means zoomed in: few extended hills
 
21:09:10  <Eddi|zuHause> i quite like "smooth"
 
21:09:26  <Eddi|zuHause> you get nice rolling hills that you can climb with rails
 
21:09:53  <andythenorth> coasts are ugly though
 
21:09:55  <Eddi|zuHause> instead of thousands of bumps that you need to terraform away, or you can't build anything
 
21:09:59  <andythenorth> maybe ‘smooth’ is ok
 
21:10:06  <andythenorth> the extremes are dumb
 
21:10:28  <frosch123> yep, a range of a setting is okay, if both extremes are dumb :)
 
21:10:59  <andythenorth> I like all the ideas :P
 
21:11:07  <frosch123> can you implement them?
 
21:11:18  <frosch123> i am rather in the mood to write a new gs :p
 
21:12:09  <andythenorth> I am busy with a FIRS :P
 
21:12:19  <andythenorth> but GS is intriguing o_O
 
21:12:20  <frosch123> fair, that leaves eddi
 
21:12:39  * andythenorth has to play test new economies, takes time
 
21:14:41  <Eddi|zuHause> sure. if you want a project to never be finished, assign it to me...
 
21:15:05  <frosch123> what's the difference?
 
21:17:32  <andythenorth> I have loads of never finished projects
 
21:17:46  <andythenorth> Eddi|zuHause: you haven’t finished any fewer projects than me
 
21:17:53  <andythenorth> you have finished more projects than me
 
21:18:10  <Eddi|zuHause> can you list a project i finished?
 
21:18:31  <Alberth> you started playing openttd?
 
21:18:35  <andythenorth> proof positive ^
 
21:18:50  <andythenorth> ok, I made the release, but the final useful commits to HEQS are Eddi
 
21:18:56  <frosch123> haha, true, eddi finished playing ottd :p
 
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21:19:16  <Eddi|zuHause> well, let's say i stopped :p
 
21:20:00  <Eddi|zuHause> andythenorth: i made a random fix, that's not "a project"
 
21:20:24  <andythenorth> you finished more projects than me
 
21:20:34  <andythenorth> HEQS is the only project of mine that is finished
 
21:21:03  <andythenorth> frosch123: ^ definitely Eddi|zuHause should do it
 
21:21:09  <andythenorth> he has the best track record of anyone here
 
21:22:09  <Eddi|zuHause> let's say i disagree both with your definition of "project" and your definition of "finished"
 
21:24:16  <andythenorth> you closed the last bug that will be closed :P
 
21:24:32  <andythenorth> unless a new maintainer emerges
 
21:31:08  <andythenorth> frosch123: the GS idea? o_O or is secret?
 
21:31:29  <frosch123> it's still the cargo/area based development thing
 
21:32:03  <andythenorth> how did it go? Win goals to unlock map areas?
 
21:32:58  <andythenorth> deliver something to towns
 
21:33:08  <andythenorth> get new industry types
 
21:34:03  <frosch123> it was along the lines of: there is no steel in this area, add goal to produce or deliver steel in area, independent of whether there are currently any industries that would produce/accept
 
21:34:21  <andythenorth> the thing I like about SV
 
21:34:37  <andythenorth> NCG is also fun, but can generate unwanted/boring combinations of cargos
 
21:35:13  <andythenorth> SV has very little dependence on the industry grf
 
21:35:34  <frosch123> yes, you need to make some cargo classification
 
21:35:39  <frosch123> what is primary, what in secondary
 
21:35:49  <frosch123> what can be produced now from serviced chains and so
 
21:36:27  <andythenorth> not sure how to do that reliably
 
21:37:37  <frosch123> anyway, i mainly want to try to go without goals for specific industries, but rather target areas
 
21:38:25  <frosch123> there is one area with a big supply of cargo A, there is another area in medium distance that has a big demand of cargo A -> proclaim goal
 
21:40:03  <andythenorth> I assumed it would be by town, for ease of naming
 
21:40:08  <andythenorth> but maybe that’s not necessary
 
21:42:33  <frosch123> no idea how it turns out, maybe it will be towns
 
21:42:49  <frosch123> but i do not want to pick towns/cargos randomly
 
21:43:28  <frosch123> the gs shall be the obsessed president of the company, and you are the executive director :p
 
21:43:37  <andythenorth> needs to be some progression, geographically
 
21:43:45  <andythenorth> with the right map, coast-to-coast would work
 
21:44:03  <andythenorth> “North of South” is a name I nearly used for a FIRS economy
 
21:53:09  <andythenorth> there will be powered and unpowered roads / tram tracks
 
21:54:00  <andythenorth> and it’s just a bit on a tile
 
21:58:59  <Birko> Hi,i try to make my own AI and I would like to know if it possible to get information about size of builded station via NoAI API
 
22:07:24  <andythenorth> Alberth: 12 goals max for BB? o_O
 
22:07:27  <andythenorth> seems to work for me
 
22:07:32  <andythenorth> forum thread had not much comment
 
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22:13:38  <_dp_> tried bb on btpro, 20 is about minimum imo xD
 
22:14:40  <Alberth> If you want it higher, go ahead
 
22:15:43  <andythenorth> kind of makes it pointless
 
22:15:47  <andythenorth> I guess maybe not in MP
 
22:16:01  <andythenorth> _dp_ how many players on btpro o_O
 
22:16:12  <Alberth> it has 20 goals for each company
 
22:16:19  <frosch123> are the goal shared between companies?
 
22:16:22  <Alberth> so you have to play coop to need many goals
 
22:16:28  <_dp_> though what goals are you talking about? how many to show at same time?
 
22:16:39  <andythenorth> how many available at one time
 
22:16:51  <_dp_> ah, that was 10 and I think it's fine
 
22:18:46  * andythenorth won’t change it right now
 
22:18:55  <andythenorth> it’s trivial to patch locally, when I remember :P
 
22:19:02  <_dp_> btw, does bb still give same secondary ind for different companies?)
 
22:20:40  <_dp_> that was quite drawback...
 
22:20:41  <Alberth> definitely possible that it happens, it only checks for duplicate goals between companies iirc
 
22:22:16  <Alberth> there is currently no such thing as "this industry output is for company X"
 
22:22:24  <_dp_> should check for that too imo, sharing production of secondaries is not a strong side of openttd xD
 
22:23:43  <frosch123> somehow that raises the idea to write gs that enforces the reverse
 
22:24:07  <frosch123> you are not allowed to take cargo from industries to which you deliver
 
22:24:16  <andythenorth> that sounds evil
 
22:24:26  <andythenorth> especially in single player :P
 
22:25:05  <_dp_> hm, it actually may have its uses)
 
22:25:16  <frosch123> it could be a competition
 
22:25:18  <_dp_> but I bet it's not possible with gs atm :p
 
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22:25:37  <frosch123> you win if you deliver more than the other guy can transport ways
 
22:28:28  <frosch123> you can either attack one player by delivering lots of cargo to one industry
 
22:28:39  <frosch123> or by scattering it to other ones
 
22:28:57  <frosch123> or by makind evil orders that shift the delivery in random patterns :p
 
22:29:17  <frosch123> but the other guy can counter attack the same way
 
22:29:54  <frosch123> but i guess it has troubles with blocking industry access
 
22:30:20  <frosch123> you would have to split the area around the industry 50/50
 
22:30:55  <frosch123> hmm, unless you divide the delivery ammount by the number of company owned tiles in vicinity
 
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22:31:01  <frosch123> yeah, that may work
 
22:31:11  <frosch123> both players would try to build at the catchment area border
 
22:35:12  <_dp_> unfortunately there doesn't seem to be any way of controlling cargo delivery between stations and industries :(
 
22:35:14  * andythenorth wonders about Directed Bee
 
22:35:43  <andythenorth> prefers goals at one side of the map, every year it moves a little further across
 
22:35:46  <andythenorth> probably boring :P
 
22:36:32  <Alberth> we should put cargo payment under GS control :p
 
22:38:19  <_dp_> yeah, but how? gs doesn't even have a proper callbacks afaik
 
22:38:59  <Alberth> callbacks won't work, too time critical
 
22:41:19  <andythenorth> local payments per town
 
22:41:36  <andythenorth> but GS sets modifiers per town monthly
 
22:42:24  <frosch123> start small: gs can detect delivery, so you can give bonus and penalties
 
22:42:37  <frosch123> but didn't we already conclude that money is meh?
 
22:42:52  <Alberth> lack of money isn't :p
 
22:43:01  <Alberth> or even a negative payment :p
 
22:43:10  <andythenorth> some reason to deliver to x not y is not meh
 
22:43:16  <andythenorth> money might cause that
 
22:44:43  <Alberth> frosch123: you don't know where stuff came from, which makes it difficult for controlling what a user should do
 
22:45:55  <frosch123> you can abuse cdist for that, if you want to know the exact routes
 
22:46:41  <frosch123> but why does the exact route matter? unless you want to subsidise transfers, which i would appreciate :)
 
22:47:51  * andythenorth enumerates GS things
 
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22:48:04  <andythenorth> SV: intense routing challenge in small space (1 town)
 
22:48:29  <andythenorth> NCG: ruthless decisions about maximum speed of delivery + fast building speed
 
22:48:53  <andythenorth> BB: free of strategy, and makes a nice messy map
 
22:50:47  * andythenorth thinking about other fundamental mechanics
 
22:51:41  <frosch123> delivering lots of cargo using little tracks
 
22:52:18  <Alberth> cargo / month / track piece :p
 
22:53:01  <frosch123> it penalises transfers and certain transport types
 
22:53:18  <frosch123> and generally junctions
 
22:53:57  <andythenorth> I had an idea that every town has a goal
 
22:54:03  <andythenorth> and there are maybe 10 types of goal
 
22:54:13  <andythenorth> and you just do them all, then go to sleep
 
22:54:14  <frosch123> generally a gs should go for stuff, which players may be too lazy otherwise
 
22:54:27  <frosch123> the gs could favour short trains (< 3 tiles)
 
22:54:50  <frosch123> many short trains are also messy :)
 
22:55:02  <andythenorth> favours trains as a transport type :P
 
22:55:45  <andythenorth> I think I favour GS that say ‘build here’ rather than ‘build like this'
 
22:55:46  <frosch123> deliver 5000 tons of cement to gain a free canal?
 
22:56:06  <andythenorth> power grid was an idea I had
 
22:56:16  <andythenorth> would have used Zuu’s API
 
22:56:29  <andythenorth> every town has power level
 
22:56:36  <andythenorth> which modulates industry production in that town
 
22:57:12  <andythenorth> needs a newgrf thing though, to identify industries that produce power :|
 
22:58:47  <andythenorth> industries are flagged to produce power, consume it, or neutral
 
22:58:54  <frosch123> that is just a cheap excuse to not distribute supplies :p
 
22:59:18  <andythenorth> same could be done in newgrf, using town control
 
22:59:25  <andythenorth> that nobody ever uses :P
 
22:59:40  <frosch123> i don't think big-scale booster cargos work
 
22:59:56  <frosch123> their applification factor seems too big
 
23:00:16  <andythenorth> tbh, I like simple goals :P
 
23:00:25  <frosch123> i never liked gung-ho 4x production
 
23:00:31  <andythenorth> me neither, still don’t
 
23:00:33  <frosch123> is that still a thing?
 
23:00:41  <andythenorth> mostly I added it for NCG and SV
 
23:00:46  <frosch123> somewhen i connected 4 industries in a circle
 
23:00:55  <frosch123> primary -> secondary -> tertiary -> supplies
 
23:01:04  <andythenorth> and in FIRS  2.5 or 3.0 I will provide an option for 1.5x / 2x production, not 4x :P
 
23:01:05  <frosch123> and that circle amplified itself
 
23:01:21  <andythenorth> 4x messes up nice networks also
 
23:01:47  <andythenorth> but, simple town goals: ‘deliver x amount (once)’, ‘deliver x amount every month’, ‘fund an industry’, ‘have a rating of n%’
 
23:01:55  <andythenorth> one goal for every town on the map
 
23:02:01  <andythenorth> win them all for a prize
 
23:02:30  <andythenorth> play that on 2048 x 2048 with high towns
 
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23:08:19  <_dp_> btw, is there any way to stop industries from drying up and closing in long game?
 
23:08:47  <frosch123> manual industries :p
 
23:09:12  <_dp_> what exactly do you mean?
 
23:09:24  <_dp_> even on fundin only they still die
 
23:13:20  <_dp_> wish it was in game itself
 
23:16:03  <frosch123> luckily it's a game
 
23:16:36  <_dp_> aha, and not compatible with other industry sets...
 
23:17:18  <frosch123> it's a troll newgrf
 
23:17:51  <frosch123> for all the whiners who do not like randomness, and try to argue about realism
 
23:20:03  <_dp_> I don't care about realism
 
23:20:14  <_dp_> want map to be same even if players join late
 
23:20:23  <_dp_> now it's like dead after 30 years
 
23:20:54  <Eddi|zuHause> everyone who uses "realism" as argument didn't think long enough about arguments...
 
23:21:34  <frosch123> Eddi|zuHause: does that also hold for counter arguments?
 
23:21:59  <Eddi|zuHause> you mean using "realism" as counterargument?
 
23:22:30  <frosch123> it's realsiic, it must bad; it's bad because it tries to be realistic
 
23:22:46  <Eddi|zuHause> yes. i think that applies
 
23:23:16  <_dp_> why trains require rails? it's too realistic! :p
 
23:23:35  <Eddi|zuHause> _dp_: have you tried wetrails? :p
 
23:24:01  <frosch123> _dp_: see, that's where realsism goes the wrong way
 
23:24:10  <frosch123> the interesting part are the rails, not the trains
 
23:24:17  <frosch123> get rid of the trains!
 
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23:31:50  <_dp_> damn, all I want is to do a nogrf fixed-goal server that doesn't suck
 
continue to next day ⏵