For long goals I first wanted to do per-company introduction of new vehicles, but it turned out to be impossible, so nothing holding it anymore.
Also I have some ideas for GS servers and mb some other but won't be implementing them any soon, so, I guess, will stick with what we have for now.
Ok, I finished, everything should be fine now. Whoever can check quests please do, that was quite substantial fix actually and I could miss something else.
That progress bar was indeed broken, should be fine now. But quest level check ingame probably still doesn't work, I'll fix it as soon as I can. No worries though, all exp is counted as it should and you can play on any server, you'll just get new quests when I fix the check.
solo, I made you a moderator so you should see event topic in mods section now and have access to server configuration.
Omg, it's Christmas already, no, no plans at all %) So, sure, sounds awesome, let's do an event xD
Only thing is I don't have much spare time these days and I need to figure out how to run events, so any help is very welcome. Like writing announcements/advertisements, preparing config (or at least helping with it).
Also we need to decide fast what it will be. Toyland is ok with me, but isn't 6h too much for just a money game?
Don't think servers can accept several versions, but even if they can it's not the right way to go. You need to get proper version on client which is determined by vanila OpenTTD version detection script.
As you already noticed full source package compiles to correct version. But with diff version is determined by what you apply it on. If you apply in on source package from openttd.org, you'll get correct version anyway (that's exactly the same as full citymania client source). But if you apply it on svn checkout or smth else then version detection works differently, you need to set version tag or so.
To put it shortly, I advise to always use full source package to build citymania client. Use diff only when you know what you're doing xD
lol wrote:
i still can't restart server 2
Yeah, it is timetabled and always was.
Yeah, all servers were affected, but everything should be fine now.
Fixed, thx for report.
I'd say we need at least 3 more pages:
- Some welcome/introduction page for people that joined our servers (link to it will be shown in game). It's like a landing page but for servers.
- Page about our client describing it's features
- Page explaining in details why our servers are so awesome ^^
For streamers/youtubers I was thinking of adding some badge if they're streaming, and mb put like "streaming now" block somewhere. Also somehow make possible to add a link for video to a game page. Though it seems a bit premature now as hardly anyone uses our website :( So, attracting players takes priority.
lol wrote:
I think there is a difference between self competition and rating pushing. Self competition is when you have 2 stations serving the same industry. Rating pushing is when you not always have a train loading at a station, but a truck with only that station in the orders, so rating goes up because every few days a vehicle arrives.
Right, I got tricked by current rule 4 stating it's the same xD Though it seems to belong to rules 1-2 rather than blocking. It mb better to rewrite those rules as well. Also one day I hope it will be possible to enforce this kind of stuff automatically, by game itself, rather then trying to deal with it in rules. Haven't even started on that yet though (and it can't be done by server only, so have to go long way proposing patch and waiting for it to be accepted by opentdd devs).
If you allow to grow towns that aren't your own you will get that people grow towns in the order of 30k. I don't mind about this. If you are aiming for a good record you still need more towns for the vals.
Don't really get it, you mean preparing bigger cities beforehand to gain some advantage? That actually touches separate big topic of preparing stuff which isn't covered by rules at all atm. Honestly, I don't even know what to do about it yet. But at least for cities there is an easy solution, I can just stop their growth completely like I did on 15m goal, and that's what I intend to do in future for nogrf cb (currently gs cb).
Btw, now that I think if it, rather than in wiki, it would probably be better to have detailed explanations with pictures on rules page itself, after all stuff that is there now. But that can wait, now it's more important to figure out what to do with rules themselves.
Hello everybody,
I'm thinking of changing rules a bit. Nothing too significant, mostly updating them to the way we've already being playing.
So, removing some stuff from current rules 4 and 5:
- No blocking,
no rating pushing, town growing only in claimed town. Blocking is serious crime.Rating pushing is the same as self competition. You can grow other town limitedly,always leave enough space for others and roadshaveto be used by vehicles! No land reserving,no unused roads,no station spread abusing.You can reserve maximally 14 tiles for future stations. If you use more, or use land buy for blocking, you can get yourselves into trouble! Using non adjacent stations is allowed but they must not be chained!
And joining them together into a new one:
- No blocking, no sabotaging, no unused property. Intentional sabotaging is a serious crime, you can get banned in no time for it. Just having some infrastructure that isn't used by your vehicles is acceptable, but take care not to block anyone with it (especially in cities), always leave enough space for others.
Reasoning:
- Rules 1 and 2 already forbid self-competition, no need to repeat it.
- Everyone is growing cities like crazy, that rule is not being enforced already.
- Same goes for unused roads. I did add a note about unused property though.
- Forbidding station chaining doesn't seem to be necessary, as it doesn't give any benefits and it's hard to distinguish it from what we already do sometimes.
- Land reserving is limited by server and all harm you can do with it qualifies as blocking, no need to state it by itself.
Some known things are left uncovered. I think it's ok to leave them out of short version of rules and cover in full one which we have on wiki (ok, that page really calls for update, but we'll get there eventually).
- Crashing vehicles. Intentional goes as sabotaging, but unintentional show be specified. Also I feel like intentionaly crashing own vehicles should be foridden for some reason (ofc short runways are exception).
- There should be smth else, I forgot ^^.
Anyway, what do you think of it? Any opinions and mb better wording suggestions are appreciated.
And atm we're testing 1.5.3-RC1. The most important change is that extra houses bug (FS#6362) was fixed, but there are some other changes that affect town growing and some interface fixes. You can find full changelog here.
I've also updated CityMania client to 1.5.3-RC1, it's in downloads section as usual.
Test server is been running for a while, but I never did write about it. So, we have Server #0 aka CityMania TEST server. It is used for trying any new stuff that for some reason doesn't seem to be ready for deployment on our main servers. That may be new game mode, new server feature, new OpenTTD version and so on.
Despite that it will normally function as any other server meaning your game will be scored, you'll get exp, etc. But keep in mind that
it's a test server after all, something can go wrong and I'll have to reset that game afterwards (especially if it's a new game mode being tested). So to keep out players that aren't aware of it, server will usually be protected with simple password "test".
That said, sometimes I will need your help with testing, and that's the main reason I started this topic. I'll be posting here updates when I introduce something new to test. Feel free to try it and give any feedback. The more people will test it the less chances are that bugs will make their way to main servers.
Right, somehow I completely forgot about autoclean, sorry. Should be fixed now, please check it.
Second effect of !saveme
was saving users in company (to get exp), that part is now gone, all clients are saved by default.
darulezzz wrote:
That feature is amazing indeed. One problem, I didn't achieve to restart quest server in normal quest 85 temp. tried : !restart temp !restart temp 85 !restart quest temp 85 etc...
Ok, now !restart
prioritizes normal industry set if no other was specified so all above should work.
UPD: Beware that doesn't apply to !restart
without arguments, it is still completely random.
darulezzz wrote:
Whereas they used to be 26 years before (see best scores...). I just failed 2 times in a row because of those 2 missing years.
Shoot, I missed that, sorry :[ Was actually limited by time, not by game years btw.
darulezzz wrote:
That feature is amazing indeed. One problem, I didn't achieve to restart quest server in normal quest 85 temp. tried : !restart temp !restart temp 85 !restart quest temp 85
Yeah, I know of it, but didn't come up with a good way to fix it yet. Problem is that normally omitting some part of game mode description means that it can be any. But in case of industry set there is an ambiguity, in some cases it may mean standard industry set. I could add some keyword for it, but it doesn't have any distinctive name and I don't want to add smth not quite clear like "normal" to majority of our game modes.
Treating omitted industry set as "normal" wouldn't work well too as in most cases "any" makes more sense, for example, on ecs-only server or in !listgm
command.
P.S. For now you can use !restart
without arguments to get non-ecs quest, requires some luck though.
Speaking of pathfinder settings... Does anyone know why pathfinder settings for quest and for goal servers were different on novapolis?
Namely yapf.rail_station_penalty = 3000
instead of default 1000 for goal and yapf.rail_curve45_penalty = 300
instead of 100 for quest.
Well, the downside of that is to have highscores that are impossible to beat unless you're willing to spend eternity looking for perfect map. And it's even worse imo. What I'd really like to do is make all maps equally good but I guess there is no perfect solution, so we'll have to find some kind of balance. There has to be some restart timeout at least to prevent excessive server load, but it's duration is an open question. I'll set it for 10min for now and see how it goes.