Search found 60 matches
- Fri Dec 21, 2018 3:18 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 72732
Re: Friday Facts #274 - New fluid system 2
Given the waves and oscillations, how much of a PITA is it still going to be to completely empty a pipe network (say, in case you got the wrong liquid into it, or want to re-purpose a long line), especially if it's large or complex?
- Wed Oct 19, 2016 2:13 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 117091
Re: Friday Facts #160 - Playtesting
I am red/green color blind and I have always found the map difficult to use because of the color choices. Does the map show the spread of pollution? I've never been able to tell. Does it show where I can mine rocks? I see the creeper nests, I see oil patches, I see coal patches, I see iron patches,...
- Mon Oct 17, 2016 1:12 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 117091
Re: Friday Facts #160 - Playtesting
Sorry, I probably just missed it, but why can't you see the rail being placed? Is it because you have to click and then move over one space and click again? Doesn't it show you what it will look like as you drag out, or is the issue that you have to keep dragging until the planner has enough space ...
- Sun Oct 16, 2016 11:10 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 117091
Re: Friday Facts #160 - Playtesting
Are you aware that you can hold shift I believe to have the rail layer go through tress instead of around them? Are you building a lot of custom rail sections? I'm asking because blueprints might help you. If you build the section of rail you want then blueprint it, it saves a lot of time. I use th...
- Sun Oct 16, 2016 2:55 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 117091
Re: Friday Facts #160 - Playtesting
Rail building: I am also surprised, I thought the rail building was extremely annoying to the point That I rarely bothered with trains. I hated manually rotation the tracks and trying to line them up to go where I wanted. I'm glad there is no curved rail piece. As a suggestion to the people who don...
- Sat Oct 15, 2016 3:19 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 117091
Re: Friday Facts #160 - Playtesting
I'm a little surprised to see people complaining about that, I thought it was an amazing improvement over all of the manual rotating. I have noticed the "where is it gonna curve" problem though, maybe right click to back up 1 rail would help? I don't think it would help much. Rotating nev...
- Sat Oct 15, 2016 2:55 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 117091
Re: Friday Facts #160 - Playtesting
Just woke up to a FFF :) read through and picked a few from the pages I liked. On the talk of mark II versions of a few vanilla items. I hope the actually upgraded item implemented is creative and is more than just a color tinted version of the same item with the stats cranked up. Definitely agree w...
- Fri Oct 14, 2016 12:45 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 106108
Re: evenly challangeing starting locations
my prediction for a match is, that the base in the middle will be destroyed first and that area after that will be a common battleground for the other teams. Or, all the other teams will be too busy fighting their closer neighbours on the ring, and the player in the middle will have a mostly peacef...
- Wed Oct 12, 2016 1:13 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 106108
Re: Friday Facts #159 - Research revolution
1. Lots of red/green advances you couldn't use until you got to blue science, like the much of the bot chain. I don't see this as a problem, really. It gives your labs somethings to do while you're building up your blue science area to keep up properly. Early on I'm not making enough blue packs to ...
- Sun Oct 09, 2016 4:12 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 106108
Re: Friday Facts #159 - Research revolution
You can have both order and fun. I've been on plenty of servers of various games where admins thought rules were arbitrary, it tends to descend into borderline unplayable absurdity. Not bad for a quick goof, but definitely not something you want to have as a game's official gamemode. We're not talk...
- Sun Oct 09, 2016 2:01 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 106108
Re: Friday Facts #159 - Research revolution
Now about pvp: 1) I think that actually less than 4 players/teams/etc takes away the possibility for "tactical depth" - no way of temporary alliances, finishing off "common" enemy and stuff of this kind. People aren't going to respect that, especially when there are more people ...
- Sat Oct 08, 2016 7:53 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 106108
Re: Friday Facts #159 - Research revolution
If you want an actual competition, don't go for more than 2 teams. Anything more is too chaotic for any strategic or tactical depth, plus it makes the players more hopeful that they can win when the chances are roughly 50%, and as a result more engaged. Plus you'll have 0 issues with players from d...
- Thu Jun 02, 2016 11:37 am
- Forum: Railway Setups
- Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
- Replies: 43
- Views: 154365
Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Glad you sorted out your rail troubles garath, and thanks siggboy for explaining. But there is one part of your advice where I'd advise caution: If you use rotaries you don't even have to do dedicated turnarounds, because your trains can always turn at a rotary junction if that's needed. Only the en...
- Sat May 07, 2016 2:05 pm
- Forum: Railway Setups
- Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
- Replies: 43
- Views: 154365
Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Sorry I haven't replied, apparently the forums stopped sending me emails of responses... nice thread :) Looks like someone played OpenTDD alot :D Actually never played it, have heard of it because of these forums, but I still don't know what it is, exactly. you should never ever allow a train to be ...
- Sun Jan 17, 2016 3:37 am
- Forum: News
- Topic: Friday Facts #121 - Path Finder Optimisation II
- Replies: 33
- Views: 36988
Re: Friday Facts #121 - Path Finder Optimisation II
A proper specialised pathfinder for short paths can do things that simple avoidance can't do, depending how it's implemented, e.g. add small impossible paths to negative cache: e.g. Avoidance is cheap, and if the avoidance fails the biter would fall back on the pathfinder anyway, the pathfinder wou...
- Sun Jan 17, 2016 1:36 am
- Forum: News
- Topic: Friday Facts #121 - Path Finder Optimisation II
- Replies: 33
- Views: 36988
Re: Friday Facts #121 - Path Finder Optimisation II
You said in FF117 that it is expensive to initialize the pathfinder, have you considered making two different pathfinders and use a relatively cheap test to find out which to use? Then you could use a lighter, less intelligent, brute force pathfinder for short paths and only care about direction fo...
- Sat Jan 16, 2016 3:19 am
- Forum: News
- Topic: Friday Facts #121 - Path Finder Optimisation II
- Replies: 33
- Views: 36988
Re: Friday Facts #121 - Path Finder Optimisation II
I remember I've used an area code system before to solve the problem of invalid path finds. Essentially every tile is assigned an area number, areas that aren't connected are assigned different (unique) numbers. Then if a path-find has start and end points with different area numbers, the path is in...
- Mon Dec 21, 2015 1:45 am
- Forum: Railway Setups
- Topic: Railway Turn
- Replies: 6
- Views: 25764
Re: Railway Turn
The main idea behind this setup was actually to prevent a deadlock by blocking the roundabout and to prevent rails from crossing each other in any other way. Trouble is, this is just as likely to lock up as a double roundabout, and is probably slower than just having trains cross the tracks. All it...
- Sun Dec 20, 2015 8:29 am
- Forum: Railway Setups
- Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
- Replies: 43
- Views: 154365
Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Just to be sure, the difference between the two is only that the signal on the incoming line at the bottom right is replaced by a chain signal, right? Technically, there's two signals there that have been replaced with chain signals, the one you mention, and the one next to it for trains leaving th...
- Sat Dec 19, 2015 3:12 am
- Forum: Railway Setups
- Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
- Replies: 43
- Views: 154365
Stations, Junctions, and all things deadlock - IMAGE HEAVY
How many times has someone spouted to you that loops are bad, or rotaries cause deadlocks, theyre all harder to debug etc etc. Well, its all wrong, I'll show you that a loop-based system, when properly designed with what I'm calling 'ideal' stations and junctions, is as deadlock free as a double hea...