Started by Mariculous, February 29, 2020, 05:18:47 PM
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Quote from: Freahk on February 29, 2020, 05:18:47 PMHey community,After many years of hosting "under-the-radar" simutrans standard and extended servergames, both with a pure co-operative terretorial ruleset i.e. nobody is allowed to build on other players terretory without permision, I will host a new public simutrans-extended server, most likely a non-terretorial one.
Quote1. the pakset:I considered pak128.britain-ex and pak256.jp-ex. Any further suggestions?
Quote2. the ruleset:I considered a very basic ruleset not restricting any competition apart from not allowing sabotaging other players.However, if you have any further ideas or wishes, please let me know. A few examples following:- rules when a player is considered gone, so players can ask the admin for access permissions and full or part takeovers of that players companies from that time on.- tunnel and elevated way restrictions beyond technically implemented ones.- city modification restrictions, deleting buildings and roads, altering slopes and anything else that a transport company would not simply be allowed to do in the real-world.- In combination with the above, maybe an option to request public-service to build dual roads or make place for tracks within city borders, losing less inhabitants than in case of simply deleting buildings.
Quote3. The start era and time settingse.g. start year, bits_per_month setting, game paused when nobody is connected or not?My suggestion: start 1750 using bits_per_month=22 and don't pause when nobody is connected.
Quote4. The mapThe hardware will be restricted to 2 cores/4threads and 8GB ram for now.Keep this in mind for suggestions.If it turns out to not fit into the limits in lategame, I can increase these, but it should be consensusly expected to run within the limits.3.1 map size: I had something around 1024*2048 in mind.3.2 cities: I had something around 40-60 in mind. What about the distribution? There are quite a lot settings... Simply use the default?3.3 terrain: High mountains or flat lands? Lakes? Islands? Even an ocean in between two continents? Alternatively, suggest a heightmap.
Quote5. Any further special settings?
Quote from: Freahk on February 29, 2020, 05:18:47 PM- In combination with the above, maybe an option to request public-service to build dual roads or make place for tracks within city borders, losing less inhabitants than in case of simply deleting buildings.
Quote from: Freahk on March 03, 2020, 12:03:54 AMIf anyone is experienced with creating heightmaps from real-world data, we could also try out a map with Lübeck in the north to Florenz in the South, Bern in the West, Pilsen in the East. Scaled to 400m/pixel, this would result in a map of roughly 1000x2800 with very challanging austria and switzerland but also very flat areas in the north and the Padan Plains in the south.
Quote from: Vladki on March 03, 2020, 07:53:27 AMThe czech map I mentioned is 5400X3240
Quote from: Phystam on March 03, 2020, 02:13:33 AMIf I recall correctly, building houses as public player doesn't increase the number of inhabitants. You have to grow the city, which means random growth
Quote from: Phystam on March 03, 2020, 02:13:33 AMI can provide you a real terrain height map with 125m/tile scale (almost everywhere in the world!)What kind of terrain do you want, islands, peninsula or continental?
Quote from: Phystam on March 03, 2020, 08:07:27 PMHow about Kyushu or Hokkaido in Japan?
QuoteOr... New Britain/New Ireland in Papua New Guinea New Zealand is also interesting.
Quote from: Vladki on April 13, 2020, 10:10:37 AMand desyncs
Quote from: Vladki on April 17, 2020, 03:15:09 PMI can't find the thread now, someone suggested to place a few industrial buildings by hand and then try growing again.
Quote from: Ranran on April 12, 2020, 02:32:47 AMNext, create an industrial building there with the edit tool and increase the job.After that the house was built correctly when using the grow city tool.
Quote from: Freahk on April 17, 2020, 03:42:56 PMFor whatever the reason the map was generated with only 0.1 jobs per inhabtant.
Quote from: Freahk on April 17, 2020, 03:42:56 PMIt didn't seem to work, however, there somehow is a very bad inhabitant to job ratio on the map.For whatever the reason the map was generated with only 0.1 jobs per inhabtant.That ratio could explain the issue and why spawning 40 clay pits din't help.
Quote from: Vladki on January 04, 2021, 05:00:44 PMFreahk what is your status on running the Wienna-Budapest-Krakow map? If I manage to compile the server binary on Isaacs server, I'd like to run this game instead of Stephenson-Siemens. I also considered an option of running it for a while with unlocked public player so that people interested in the game could manually place towns, rivers, forests, or even industries to get it as close as possible to the real world, and when prepared, skip to cca 1800 and lock the public player.