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Author Topic: Network play - Unlocking of unused players  (Read 9556 times)

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Offline Ashley

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Re: Network play - Unlocking of unused players
« Reply #35 on: December 03, 2012, 03:25:10 PM »
Yes it does, but knowing which IP to ban isn't easy unless you can tell which IPs are associated with which companies and which client.

Offline wlindley us

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Re: Network play - Unlocking of unused players
« Reply #36 on: December 03, 2012, 09:26:42 PM »
How about a function in the forum, that somehow ties your account / password here, to a network game?  It should be possible wtih nettool to do some HTTP wizardry

Offline jamespetts gb

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Re: Network play - Unlocking of unused players
« Reply #37 on: December 03, 2012, 11:52:46 PM »
What about the German forum...?

Offline ӔO

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Re: Network play - Unlocking of unused players
« Reply #38 on: December 04, 2012, 01:07:57 AM »
I wouldn't bother with tying forum accounts to game clients just yet. That would force new players, who may only lurk here, to sign up, which adds to hassle.

Simply banning by IP should be enough, for now. If the problem persists, then we can try something more drastic.

Offline jamespetts gb

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Re: Network play - Unlocking of unused players
« Reply #39 on: December 04, 2012, 12:50:25 PM »
AEO is probably right on this, I think.

Offline TurfIt

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Re: Network play - Unlocking of unused players
« Reply #40 on: December 20, 2012, 12:51:13 AM »
The nightly server is still removing passwords... Perhaps the attached is what was intended?

Offline Dwachs

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Re: Network play - Unlocking of unused players
« Reply #41 on: December 20, 2012, 07:17:46 AM »
The nightly server is still removing passwords... Perhaps the attached is what was intended?
Looks better - please commit.

Offline AP

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Re: Network play - Unlocking of unused players
« Reply #42 on: December 20, 2012, 07:50:55 AM »
Hmm, this is an interesting issue. Recently, on the Bridgewater-Brunel saved game, I have noticed one player go to extraordinary lengths to try to get itself liquidated, closing down all its real transport operations, and setting up a ship line with vast quantities of ships profitlessly moving between two deserted docks. The player obviously wishes to bow out of the game and leave her/his slot open for others, but there is no easy way of doing this.

Would it be helpful to have a "liquidate company" button in the finances window?

I second this idea. Having recently had a company with a high positive net worth, but after a disastrous-loss-making foray into the world of railway building, could see that it was doomed unless I could sell everything.

Unfortunately, the sheer amount of vehicles and infrastructure constructed made this impossible, so the company went into a slow decline. I'd much prefer a "liquidate all assets" button, as it would allow a healthy company to restructure in such circumstances.

Offline jamespetts gb

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Re: Network play - Unlocking of unused players
« Reply #43 on: December 20, 2012, 11:13:34 AM »
I second this idea. Having recently had a company with a high positive net worth, but after a disastrous-loss-making foray into the world of railway building, could see that it was doomed unless I could sell everything.

Unfortunately, the sheer amount of vehicles and infrastructure constructed made this impossible, so the company went into a slow decline. I'd much prefer a "liquidate all assets" button, as it would allow a healthy company to restructure in such circumstances.

Ahh, this is a request for something subtly different - liquidation of a balance sheet solvent but unprofitable company without eventual dissolution of the company. I wonder how often that players actually want to do this...?

Offline AP

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Re: Network play - Unlocking of unused players
« Reply #44 on: December 20, 2012, 01:11:28 PM »
Subtly different, but is not the underlying mechanics the same. I.e. to quit entirely, you press one button to liquidate, and then another to dissolve the company?

Re frequency - I bet it crops up more and more in server games, given the inability to test-run any changes. Better to consolidate a position and refocus than decline and fade to obscurity. May occur e.g. to rail companies when the motor cars rise to dominance, or canal companies when railways arrive - easier to sell the lot than spend months deconstructing everything?

Edit: it could even be made into a power function, with search filters. E.g. sell *everything that isn't fixed down*, sell *all road vehicles* etc.
« Last Edit: December 20, 2012, 06:57:40 PM by AP »

Offline ӔO

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Re: Network play - Unlocking of unused players
« Reply #45 on: December 20, 2012, 07:29:36 PM »
there ought to be a way to buy, sell and trade player owned ways and buildings.

maybe something like a box selection of objects inside.

Offline greenling

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Re: Network play - Unlocking of unused players
« Reply #46 on: December 20, 2012, 09:20:00 PM »
there ought to be a way to buy, sell and trade player owned ways and buildings.
maybe something like a box selection of objects inside.
Yes, that is a great idea, she should be built as soon as possible.

Offline prissi

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Re: Network play - Unlocking of unused players
« Reply #47 on: December 20, 2012, 09:50:37 PM »
There is a function to found a new city. Its cost is 50 millions on the nightly. YOu can easily make this 5000 millions, and will lead to instant dead.

Offline AP

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Re: Network play - Unlocking of unused players
« Reply #48 on: December 20, 2012, 09:57:37 PM »
There is a function to found a new city. Its cost is 50 millions on the nightly. YOu can easily make this 5000 millions, and will lead to instant dead.
No that function is very useful! I use it when building rail routes through sparsely populated mountains between two areas of higher population, so I can introduce some settlements en-route and thus intermediate traffic. Would be a shame to lose it.

Offline Ashley

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Re: Network play - Unlocking of unused players
« Reply #49 on: December 20, 2012, 10:12:12 PM »
What about a station extension building that costs a billion credits? Buy a few of those and kaboom...

Offline ӔO

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Re: Network play - Unlocking of unused players
« Reply #50 on: December 21, 2012, 12:39:55 AM »
or just a vehicle that costs a few billion in maintenance per km.

You can name it something like... "Hubris Vehicle".
Only the super rich would be able to run it without bankrupting themselves instantly.

actually, speaking of which, I should make one... pure gold, encrusted with diamonds and uses paper money as fuel  8)

Offline jamespetts gb

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Re: Network play - Unlocking of unused players
« Reply #51 on: December 21, 2012, 12:55:17 AM »
The hubris vehicle is a rather cute idea; but this is rather a short-term workaround for something that should, when time eventually allows, be fixed by a dedicated solution in the code.