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Community => Game Servers => Topic started by: Frank on September 10, 2010, 10:18:24 AM

Title: pak.german Network game 2 - game offline
Post by: Frank on September 10, 2010, 10:18:24 AM
map size: 576x384
start year: 1927

citys: 27
Total inhabitants: 18009
largest city: 4697
smallest city: 253

factory: 33

(http://www.frankpenz.de/pak.german/net_game_2/german_network_game2.png)
576x384_1927_27citys.sve (http://www.frankpenz.de/pak.german/net_game_2/576x384_1927_27citys.sve) ~ 700 kb

pak.german_0-102-3c_net.zip (http://www.frankpenz.de/pak.german/pak.german_0-102-3c_net.zip) ~ 6 Mb
upd_0-102-3d_net.zip (http://www.frankpenz.de/pak.german/upd_0-102-3d_net.zip)


Playerlist
human: Frank
public service: Frank
Player 1: FlohOswald
Player 2: ?
Player 3: ?
Player 4: ?
Player 5: ?
Player 6: ?
Player 7: ?
Player 8: diegoviagens
Player 9: ?
Player 11: hApo
Player 12: TurfIt
Player 13: jonasbb

Save the file xx_player.tab (http://www.frankpenz.de/pak.german/net_game_2/xx_player.tab) in pak.german_net/text and rename xx in your language code.

Interests users contact me.


desired goal
So many passengers and consumer goods transported as possible on the map.

Rules

The highest bid drift: don't ruin other player


further proposals?
Title: Re: pak.german Network game 2 - Planning (Proposal for the game)
Post by: diegoviagens on September 11, 2010, 08:29:17 PM
I want to subscribe to player 8



(Proposal for the game)

[EN]

I have realized that online game that many are going too fast failure is for reasons of high prices or matters of gameplay.
I have also noticed that cities are filling up with several points of players, which in my view a vision of beauty is completely contrary.
So bring the following suggestion:

if there were conditions to restart the game and establishes the following guidelines:

distribution of cities:

suggest a distribution of 12 cities around the map, plus a central city, where this would be borne by the public power to organize the points and stops for urban, not allowing any player put a stop private. would bid the lines operating here on the forum and each company would be responsible for managing their routes. this city was the central metropolis

12 other cities would be distributed among the players and each would be responsible for managing and developing the cities. in the case of population increase and transportation prove defective, the governor (the coordinator of the game) would by bidding on the lines deficient.

industries would be free of freedom for players who could afford to maintain routes.

so I think that would be less bankrupt companies and making the most of space on the ground of the map.

as I said, is just a suggestion and invite you all to think.

[PT]

Tenho percebido nesse jogo OnLine que muitos estão indo a falência rápido demais seja por motivos de preços altos ou por questões de jogabilidade.

Tenho percebido também que as cidades estão se enchendo de pontos de vários jogadores, o que ao meu ver em uma visão de beleza, esta totalmente contrária.
Por isso trago a seguinte sugestão:

se houvesse condições de se reiniciar o jogo e estabelece-se diretrizes de seguintes pontos:

distribuição das cidades:

sugiro uma distribuição de 12 cidades pelo mapa, e mais uma cidade central, onde este seria a cargo do poder publico organizar os pontos e paradas de transporte urbano, não se permitindo que nenhum jogador colocasse uma parada privada. seria licitado as linhas de exploração aqui no fórum e cada empresa ficaria responsável para administrar suas rotas. essa cidade seria a metrópole central

as outras 12 cidades seriam distribuídas entre os jogadores e cada um ficaria responsável por administrar e desenvolver as cidades. no caso de aumento de população e o transporte se mostrar deficiente, o governador (coordenador do jogo) iria por em licitação as linhas defasadas.

as indústrias seriam de livre liberdade para os jogadores que tivesse condições de manter as rotas.

assim creio eu que teriam menos empresas falidas e o melhor aproveitamento de espaço no terreno do mapa.

como já disse, é so uma sugestão e convido a todos a pensarem.
Title: Re: pak.german Network game 2 - Planning
Post by: hApo on September 11, 2010, 08:53:13 PM
I'd like to play as player 11
Title: Re: pak.german Network game 2 - Countdown for start
Post by: Frank on September 12, 2010, 05:00:30 PM
the game starts tomorrow morning 7:00 am german time
Title: Re: pak.german Network game 2 - Countdown for start
Post by: diegoviagens on September 12, 2010, 08:18:56 PM
I'd like to play as player 8
Title: Re: pak.german Network game 2 - Countdown for start
Post by: TurfIt on September 12, 2010, 09:12:04 PM
I wouldn't mind joining to continue the bug hunt...
Player 12 or any will do.

Further proposals - how about only public service powerlines? Bumping up the electric_promille setting by editing the save might be useful too...
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 13, 2010, 05:27:13 AM
The game is online.

Please read the changes in the first post.
Title: Re: pak.german Network game 2 - game online
Post by: diegoviagens on September 13, 2010, 02:25:30 PM
in my opinion the function of creating bus stops, train,
streetcar and the power plane should be public, because when the
player invests in parades, he spends a lot to organize
local transport and our money is little.
Title: Re: pak.german Network game 2 - game online
Post by: jonasbb on September 13, 2010, 02:49:25 PM
But thats one possible goal. Having a good working local bus transport.
And you have not to build buses. You could also make money only with goods.
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 13, 2010, 03:15:05 PM
in my opinion the function of creating bus stops, train,
streetcar and the power plane should be public, because when the
player invests in parades, he spends a lot to organize
local transport and our money is little.

That's what. Together to create something great.

It is about the cooperation.

And if things need to be public, then we play no more I think.

EDIT: link to xx_player.tab fixed
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 13, 2010, 05:36:15 PM
its time for transported cars from car factory ( 311,63 ) to car dialer
Title: Re: pak.german Network game 2 - game online
Post by: jonasbb on September 14, 2010, 11:01:39 AM
No one will transport cars?

The book branch is also open. Printer ink is produced.
Title: Re: pak.german Network game 2 - game online
Post by: TurfIt on September 14, 2010, 12:36:51 PM
Save the file xx_player.tab (http://www.frankpenz.de/pak.german/net_game_2/xx_player.tab) in pak.german_net/text and rename xx in your language code.

Does this work for anyone? I have pak.german/text/en_player.tab and still see Player11, Player12, etc.


No one will transport cars?

I couldn't connect until now. But, one problem is transporting cars by themselves is not profitable - atleast not in the 1930s. Unless you're involved in the rest of the chain somewhere there's no reason to move cars.

PAK balances that work well in single player might need some tweaking for multi. Generally, PAKs seem to have raw materials at low profits (or even losses!), and the final link in the chain is where the real money is made (except with pak.german cars!). In multiplayer, someone could swoop in and 'steal' production from that last link, ignore the raw material, and make literally like a bandit.


The book branch is also open. Printer ink is produced.

Not anymore.

Public Service: Request power line connectors @(312,163), and @((279,113)
Title: Re: pak.german Network game 2 - game online
Post by: jonasbb on September 14, 2010, 02:51:20 PM
Does this work for anyone? I have pak.german/text/en_player.tab and still see Player11, Player12, etc
Yes, it works for me.
Is pak.german the pakset you start for the only game?

I couldn't connect until now. But, one problem is transporting cars by themselves is not profitable - atleast not in the 1930s. Unless you're involved in the rest of the chain somewhere there's no reason to move cars.
Thats false.
My line number 20 will make around 15.000 profit each month. (Testet in a local save and fast forward).
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 14, 2010, 04:01:25 PM
....
Public Service: Request power line connectors @(312,163), and @((279,113)

...
Rules
...
  • Power lines are connected on request
...

I think that was a bit misunderstood. I connect a maximum of 5 fields.
Title: Re: pak.german Network game 2 - game online
Post by: TurfIt on September 14, 2010, 04:39:57 PM
Yes, it works for me.
Is pak.german the pakset you start for the only game?

Sorry. My mistake, works now. Was put into the wrong pak.german - not the one being used by the net game.


I think that was a bit misunderstood. I connect a maximum of 5 fields.

OK. I thought the intent was to prevent the mass of parallel private lines across the map...
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 14, 2010, 04:49:50 PM
....
OK. I thought the intent was to prevent the mass of parallel private lines across the map...


I connect powerline player x and powerline player y

you build the powerline to the next powerline from other player ( a distance field ) and I connect this
Title: Re: pak.german Network game 2 - game online
Post by: TurfIt on September 14, 2010, 06:02:16 PM
I think we're suffering from a double misunderstanding! I intended for the public service to connect my powerlines to jonasbbs. However, he connected transformers where I was going to (I build the lines but not the transformers to save money) so I deleted my lines but didn't edit my request message. Wish we could leave persistent messages in game - the current feature only works for players currently online.

If connecting is the intent of your rule then please connect @(273,179) If I have to connect myself at @(~404,~130) things are going to get quite messy again!
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 14, 2010, 07:29:18 PM
...
If connecting is the intent of your rule then please connect @(273,179) If I have to connect myself at @(~404,~130) things are going to get quite messy again!

please set marker

without text is not so bad, but the Possition is achieved much faster
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 15, 2010, 06:15:08 PM
A note on the used locomotives

The locomotives are divided into three groups. Passengers train, Freight train and mixed train

see http://simutrans-germany.com/wiki/wiki/tiki-index.php?page_ref_id=1210 (http://simutrans-germany.com/wiki/wiki/tiki-index.php?page_ref_id=1210)

Unfortunately, only Simutrans speed of power ( KW, KW * gear ).

The speed also has a factor of the design. Since this is not supported, the implementation is only the very expensive way of constraint.

Speed bonus is not an option because he is working on a global scale. The problem is vehicle specific.


and one other finding

I define 'Transport' me moving vehicles.
Quote
desired goal
So many passengers and consumer goods transported as possible on the map.

This objective defines the long-term goal. 60 years +

And one thing I have noticed too. The players want to quickly up too high.

An international network game but has different rules.

First, to work together.

Second, a prior communication is necessary because the players can be quite different times online.

It would be useful to write the player messages in a file to load it again able to transfer them to the clients after the contact. At least for the last 30 or so entries.
Title: Re: pak.german Network game 2 - game online
Post by: prissi on September 15, 2010, 07:32:02 PM
You can (misuse) marker for that for now ...
Title: Re: pak.german Network game 2 - game online
Post by: FlohOswald on September 15, 2010, 09:13:18 PM
I just looked into the game and it's looking nice built up. ;) Everything is running.

Is it still possible to join the game? I would like to take player 1 and start passenger transportation. So far, it seems that all industrial products are transported.

For the communication, I don't know how much server space and traffic you can afford Frank, but you could set up a TeamSpeak server for players to connect. http://www.teamspeak.com/
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 16, 2010, 05:09:47 AM
...For the communication, I don't know how much server space and traffic you can afford Frank, but you could set up a TeamSpeak server for players to connect. http://www.teamspeak.com/

IRC chat exists (http://simutrans-germany.com/wiki/wiki/tiki-index.php?page=de_chat)

...
Is it still possible to join the game? I would like to take player 1 and start passenger transportation. So far, it seems that all industrial products are transported.
...

set player 1 and update xx_player.tab
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 16, 2010, 02:25:26 PM
@FlohOswald

set 'Raschau 1 H' ( first ) and 'Raschau 1 Land Bahnhof' ( second ) public for better connect
Title: Re: pak.german Network game 2 - game online
Post by: Dwachs on September 16, 2010, 02:29:00 PM
As a child I played chess for a club called 'Rotation Raschau'. Lost in the first round of the GDR cup :( Those were the days :D
Title: Re: pak.german Network game 2 - game online
Post by: FlohOswald on September 16, 2010, 02:30:54 PM
I did it, now I know how to connect with public stops. ;)
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 16, 2010, 03:00:41 PM
As a child I played chess ....

oh, a chess player

How about a game?


@FlohOswald  thanks
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 16, 2010, 03:41:46 PM
@all

r3785

- rename stations works
- rename vehicle works

- rename lines not works
Title: Re: pak.german Network game 2 - game online
Post by: Dwachs on September 16, 2010, 05:46:46 PM
- rename lines not works
not implemented (yet)

Edit: in rev 3789.
Title: Re: pak.german Network game 2 - game online
Post by: FlohOswald on September 17, 2010, 10:02:28 AM
It seems that I cannot connect to the server although it's shown in the list. It does not work neither with rev. 3785 nor rev. 3795.
Title: Re: pak.german Network game 2 - game online
Post by: Dwachs on September 17, 2010, 10:04:49 AM
At what stage does the loading fail?

Try to load the game in the savegame dialog: type 'net:st.ipxxfranksaddress' as name of the savegame.
Title: Re: pak.german Network game 2 - game online
Post by: FlohOswald on September 17, 2010, 10:17:39 AM
The Server dialog, where I choose the server I want to connect with, tells me "Server antwortet nicht!" That's shown for both servers in the list.

When I try what you told me, again there shows up a message, telling me: "Server antwortet nicht!"
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 17, 2010, 10:32:03 AM
server crash
Title: Re: pak.german Network game 2 - game online
Post by: FlohOswald on September 17, 2010, 10:59:16 AM
Okay, I got onto the server but lost connection after some minutes. Did it crash again? If yes, did I cause it somehow?
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 17, 2010, 11:00:06 AM
new server crash network.cc

Server today offline

Title: Re: pak.german Network game 2 - game online
Post by: Dwachs on September 17, 2010, 11:09:26 AM
Frank, do you have log files?

Edit: saw them already. No clue, why this happened.
Title: Re: pak.german Network game 2 - game online
Post by: prissi on September 17, 2010, 08:51:24 PM
Last time I had a crash at home (the gift server never run more than 24h hours unattended) the client got very high like 1567, even though only I could connect to it. I have the feeling, that a connection attempt while joining or transferring data can confuse simutrans, although I have no definite proof of that (and will be in Florida until 29th ... )
Title: Re: pak.german Network game 2 - game online
Post by: FlohOswald on September 19, 2010, 04:34:35 PM
Is there any chance to know when the server will be online again?
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 19, 2010, 08:13:23 PM
server offline

it must first be a critical bug found



server online

windows clients not posible, crash server by desconect since r3795



r3785 online
Title: Re: pak.german Network game 2 - game online
Post by: FlohOswald on September 20, 2010, 04:11:42 PM
That's bad, I just read your post after I was kicked from the server again and now I can't still reach it. I downloaded the newest nightly (rev3803) for windows this morning and entered the server after work. I could do some things online for 20 minutes until I was disconnected. Did I crash the server once again? If yes, then I'm sorry, it was not my intention.
Title: Re: pak.german Network game 2 - game online
Post by: Dwachs on September 20, 2010, 06:03:57 PM
There is a mysterious bug that stops the server if a client disconnects. In principle, Frank can click the 'ignore' button each time, but if he is not available ...
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 20, 2010, 11:41:41 PM
I was able to isolate the bug as far as I could switch off in
Title: Re: pak.german Network game 2 - game online
Post by: TurfIt on September 21, 2010, 02:52:40 AM
Just had a nasty desync. I was connected when industry growth occurred. Locally a Beverage trade was created in Bad Laer connected to the existing Brewery. I spent a couple minutes looking at how to use it when I desynced. Upon rejoining the server, the beverage trade was gone; Instead there was a Home Market/Furniture Factory/Sawmill chain in Bad Laer...
Title: Re: pak.german Network game 2 - game online
Post by: Dwachs on September 21, 2010, 07:30:17 AM
Just had a nasty desync. I was connected when industry growth occurred. ...
Should be fixed in rev 3811.
Title: Re: pak.german Network game 2 - game online
Post by: Colin on September 22, 2010, 01:37:17 AM
Hey Frank, What happens when you reach 1939? Does the game run that long? Maybe if it does you should start it from 1945, you could then introduce massive reconstruction policies into the game.
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 22, 2010, 10:40:51 AM
game is in 1964

If the players modernize on its own I can not make enough.

@diegoviagens
I missed public stations in Bad Lear.

EDIT

@FlohOswald
Your train 137 ( BR 01 ) stops the other trains of the line 58th.
Title: Re: pak.german Network game 2 - game online
Post by: FlohOswald on September 22, 2010, 11:06:23 AM
Thanks Frank, I saw it and fixed it. Need to think about letting the game not unattended for such a long time. I'm bankrupt. ;)

I made my trainstations in Wenningstedt and Tholey public, so you might connect to them Frank, then I don't have to carry the passengers with one line from the central stop to the train-stations.
Title: Re: pak.german Network game 2 - game online
Post by: Colin on September 23, 2010, 07:09:33 AM
game is in 1964


Sorry Frank, I'm sure I saw that it started in 1927. My Bad perhaps!
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 23, 2010, 08:41:10 AM
... Need to think about letting the game not unattended for such a long time. I'm bankrupt. ;)
...

not correct, 1968 +12,650,000.00
Title: Re: pak.german Network game 2 - game online
Post by: FlohOswald on September 23, 2010, 08:43:11 AM
Yeah, after fixing the problem with the stuck train, I'm bette of than before the problem.
Title: Re: pak.german Network game 2 - game online
Post by: FlohOswald on September 23, 2010, 04:58:28 PM
Sorry for the double-post, but jonasbb's trains are blocking the street between Balve and Wenningstedt. You need to fix it jonas, please.
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 23, 2010, 11:51:44 PM
new set version

pak.german_0-102-3c_net.zip (http://www.frankpenz.de/pak.german/pak.german_0-102-3c_net.zip) ~ 6 Mb

for changes see http://forum.simutrans.com/index.php?topic=4709.msg57797;topicseen#msg57797 (http://forum.simutrans.com/index.php?topic=4709.msg57797;topicseen#msg57797)
Title: Re: pak.german Network game 2 - game online
Post by: TurfIt on September 25, 2010, 03:58:14 AM
Caused my client, and I think the server to crash building a powerline under another player's bridge. When I went to reconnect, the server changed from r3821 to r3825. Some sort of auto relaunch running?

The game info window pakset showed in red with join game remaining greyed out. The find mismatch button was active but did nothing. Not implemented?

I updated my client to 3825, didn't touch my pak, and could then join. The game info revision line turning red to indicate a game revision mismatch would be better; It looked like a pakset mismatch rather than the game version...

Can't maintain sync with 3825 for more than a minute either...
Code: [Select]
Message: network_command_t::rdwr:    read packet_id=5, client_id=0
Warning: network_check_activity():    received cmd id=5 nwc_ready_t from socket[648]
Warning: nwc_ready_t::execute:    set sync_steps=9400
Warning: karte_t::network_game_set_pause:    steps=2350 sync_steps=9400 pause=0
Message: karte_t::reset_timer():    called, mode=$5B1C28
Message: karte_t::interactive_event():    Keyboard event with code 0 '?'
Message: binary_heap_tpl():    initialized
Message: karte_t::interactive:    time=59097 sync=9408  rand=1776922719
Message: karte_t::interactive:    time=60701 sync=9416  rand=955163970
Message: karte_t::interactive:    time=62301 sync=9424  rand=1982992424
Message: vehikel_t::entladen():    destination of 12 Furniture is no longer reachable
Message: karte_t::interactive:    time=63900 sync=9432  rand=-1164836068
Message: karte_t::interactive:    time=65500 sync=9440  rand=-1986222680
Message: karte_t::interactive:    time=67110 sync=9448  rand=-2106072241
Message: karte_t::interactive:    time=68709 sync=9456  rand=595495985
Message: karte_t::interactive:    time=70302 sync=9464  rand=2021488038
Warning: route_t::intern_calc_route():    Too many steps (23>=max 1000000) in route (too long/complex)
Message: route_t::calc_route():    No route from 527,187 to 456,355 found
Message: aircraft_t::calc_route():    search runway start near 456,355,0
Message: route_t::append_straight_route():    start from (453,351) to (524,189)
Message: route_t::append_straight_route():    to (524,189) found.
Message: route_t::append_straight_route():    start from (524,189) to (530,189)
Message: route_t::append_straight_route():    to (530,189) found.Message: network_command_t::rdwr:    read packet_id=7, client_id=0
Warning: network_check_activity():    received cmd id=7 nwc_check_t from socket[648]
Message: NWC_CHECK:    time difference to server -73
Warning: network_world_command_t::execute:    do_command 7 at sync_step 9473 world now at 9471
Message: karte_t::interactive:    time=71972 sync=9472  rand=357961863
Warning: karte_t::interactive:    client: sync=9473  rand=357961863, server: sync=9472  rand=178714352
Warning: karte_t::interactive: random number generators have different states
Warning: karte_t::network_disconnect():    Lost synchronisation with server.

Edit: It's staying connected now. Whatever it was choking on must've passed. Probably not r3825 related...
Title: Re: pak.german Network game 2 - game online
Post by: Dwachs on September 25, 2010, 08:43:23 AM
The game info window pakset showed in red with join game remaining greyed out. The find mismatch button was active but did nothing. Not implemented?
If pakset was shown in red, then you have a different pakset on your client. You should update the pakset first. Mismatch button action is not implemented.
Title: Re: pak.german Network game 2 - game online
Post by: TurfIt on September 25, 2010, 04:56:09 PM
If pakset was shown in red, then you have a different pakset on your client.

Possible but unlikely. Unless someone changed the server pak then back again in 5 mins...
Originally:
  Client rev 3821, pak pak.german_0-102-3c_net (from Franks post above)
  Sever rev 3821, pak pak.german_0-102-3c_net

Crashed client (server too I think)  (vector_tpl index out of bounds)
--
Reconnect attempt:
  Client rev 3821, pak pak.german_0-102-3c_net (same as before)
  Sever rev 3825, pak pak.german_0-102-3c_net (server rev changed)

Pakset now shown in red. Join game button greyed out.
--
Update client:
  Client rev 3825, pak pak.german_0-102-3c_net (copied pak directly from 3821 directory)
  Sever rev 3825, pak pak.german_0-102-3c_net

Now allowed to connect.
Title: Re: pak.german Network game 2 - game online
Post by: Dwachs on September 25, 2010, 05:09:17 PM
Crashed client (server too I think)  (vector_tpl index out of bounds)
do you have some more info here? log-file, backtrace etc.
Quote
--
Reconnect attempt:
  Client rev 3821, pak pak.german_0-102-3c_net (same as before)
  Sever rev 3825, pak pak.german_0-102-3c_net (server rev changed)

Pakset now shown in red. Join game button greyed out.
Maybe the red color was due to the difference in the revision. There was a change in the network protocol in between.
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 25, 2010, 09:57:54 PM
@jonasbb
Your trains blocked in 'Arzberg 1 Land Bahnhof' a long time.
Title: Re: pak.german Network game 2 - game online
Post by: jonasbb on September 26, 2010, 09:35:49 AM
I cannot connect at the moment. Not earlier than this evening.
Title: pak.german update 0.102.3d net
Post by: Frank on September 27, 2010, 07:42:11 PM
upd_0-102-3d_net.zip (http://www.frankpenz.de/pak.german/upd_0-102-3d_net.zip)

Changes

* FIX: alignment and grafic error MSP_Postwagen
* FIX: alignment BR232, BR219, BR155, BR01, BR38, BR39, BR45
* FIX: alignment BR242, BR120, BR185, CityBahn-Wagen, CityBahn-Wagen_orange
* FIX: alignment Fcs_catg2
* CHG: BR155 cost and runningcost
* CHG: BR150 cost and runningcost
* ADD: green_fence ( Butch7th ) - Addon

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ADD = added | CHG = changed | FIX = bug fix | REM = removed
Title: Re: pak.german Network game 2 - game online
Post by: Frank on September 29, 2010, 01:20:20 PM
map closed

576x384_1927_27citys_2008.sve (http://www.frankpenz.de/pak.german/net_game_2/576x384_1927_27citys_2008.sve) ~1.5 Mbyte