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Author Topic: Bridgewater-Brunel game no. 3  (Read 480 times)

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Offline jamespetts

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Bridgewater-Brunel game no. 3
« on: May 16, 2020, 01:17:19 AM »
Please do not post bug reports in this thread - please post bug reports in their own thread (i.e., strictly one thread per reported bug) in the Simutrans-Extended development forum. Thank you.

The Bridgewater-Brunel server is now running its third long-term game, started in May 2020.

Here is a screenshot of the map:



This map provides two large land-masses separated by a large sea with mostly uninhabited islands in the middle. The map has many industries and small towns, and a few large towns in various places. There is a mix of lush lowlands with many towns and rugged highlands with a much sparser population. Towns tend to be built on lower areas near rivers or the coast, and industries tend to be built in or near towns, so transport opportunities will initially be focussed on the areas of denser population.

As players' transport empires expand, players will be able to link distant areas by sea and, for inland regions (especially the large  land mass to the west, much of which is inaccessible by sea), canals. Road transport in the early years is likely to require improvements to be made to the existing bridleways to allow stagecoaches and carts, but the island nature of this land and the slowness of road transport in the early years will require water based transport for many purposes.

When railways come to be invented, new transport possibilities will emerge, although the long sea crossing will still need to be undertaken by boat. Players may find themselves competing to establish the most profitable ports and routes across the central sea for passengers, mail and cargo: shipping lines linking the large towns on both sides of the map, especially if those towns be linked to neighbouring towns by good land transport, are likely to be lucrative.

Come the 20th century and the invention of the aeroplane and motor car and players may have to rethink transport strategies that had been dominant for over a century. Will new fast road networks make railways unprofitable, or will rail operators be able to stay competitive as roads become congested? Will aircraft take over from ships, or will air travel be affordable only by a wealthy few? We only have about 200 years to wait before we find out. In the meantime, let the transport lead industrial revolution commence!



Details

Dimensions (tiles): 8192x2560
Dimensions (km):  1,024x320
Starting date: January 1750
Towns: 274
Large towns: 18
Starting population: 468,816
Starting industries: 3,429

Please see here for rules and guidance for playing on this server. Please see here for guidance on how to choose a realistic, era-appropriate company name. Although doing so is not strictly compulsory, it is strongly encouraged.

Tips and notes for those new to playing Simutrans-Extended online
  • To join the game, just select the Bridgewater-Brunel server from the network games dialogue in the game (press the "n" key).
  • In case of a problem with the listing server, join the game either by typing bridgewater-brunel.me.uk into the network game dialogue, or type net:bridgewater-brunel.me.uk into the load game dialogue.
  • Remember to set a password: do this by going to the "players" dialogue and clicking the green box. If you do not do this, other players will be able to play your company and even lock you out
  • Do not use the same password for this as you use for anything else. The password encryption is not strong.
  • The game will be paused when no players are connected.
  • Bridges over public rights of way, including navigable rivers, need to be at least two tiles high.
  • The "Board of Trade" (later "Ministry of Transport" and later still "Department for Transport") player is the in-game government. It is run by the server administrator
  • Most towns will be connected by bridleways at the start of the game. These cannot be passed by wheeled vehicles. Roads can be upgraded at a lower cost than building a new road.
  • It is not possible to delete public rights of way, but it is possible to divert them slightly. To do this, build the diversion before deleting the old way. The diverted route will become a public right of way itself even if you paid to build it.
  • Anyone whose company is unused after 10 years will have their password automatically reset.
  • Anyone whose company has never built anything will have their password automatically reset after 2 years.
  • Please report any bugs with the game or pakset or balance issues on the appropriate boards (one thread per bug, please), not in this thread.
  • As the game develops, it will become more demanding on computational resources. Slower computers might not be able to keep up. Those with slower computers might want to try a smaller server.
  • Stagecoaches require two pairs of horses to travel at a sensible speed
  • Players will not be able to rename towns and industries, as this is not appropriate for a multi-player game
  • Canals and rivers are important in the early game: see here for a video tutorial on the subject:
Notes for players familiar with previous Simutrans-Extended online games
  • The road network starts more comprehensively than in previous games, and all the roads are public rights of way. Towns, industries and attractions on the same land-mass are mostly connected by road.
  • There are significantly more industries in proportion to towns than in previous online games
  • Industries are now much more widely linked than in previous saved games owing to a bug fixed in early 2020. This should make freight transport significantly more viable from the beginning of the game
  • The code relating to town growth has changed since most other online games were started, meaning that smaller towns will grow more slowly than before (the town size thresholds for different growth rates are now relative rather than absolute).
  • The forge cost for some types of way has been reduced a little since previous games were created, so building new roads and canals is likely to be more economic
  • The tolls that private cars (including early horse carts) pay for using player built or player upgraded roads is very significantly higher (15 times higher) than previously, so there may be cases (especially after the invention of the motor car) when it is commercially viable to build a road just for private vehicles (player vehicles from other companies will also pay tolls)
  • This map is much less dense than previous maps as towns are placed significantly farther apart
  • Towns are more closely concentrated in clusters than in previous online games
  • The aspect ratio of this map is somewhat narrower than the previous Bridgewater-Brunel game, allowing longer linear journeys
  • The terrain on this map is rougher than that on the previous Bridgewater-Brunel saved game
  • There are significantly fewer towns than the previous Bridgewater-Brunel saved game (274 instead of 768), and the smaller of those towns will grow more slowly, with the result that there should be significantly less slow-down in the later game and the transport networks should be more manageable even though the geographical size is roughly the same as the previous Bridgewater-Brunel game
  • The computational load of private car route finding has been deliberately reduced by splitting the map into multiple separate islands separated by bodies of water

Edit: Added (above) some new tips for new players regarding waterways and stagecoaches.
« Last Edit: May 16, 2020, 03:15:30 PM by jamespetts »

Offline Ves

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Re: Bridgewater-Brunel game no. 3
« Reply #1 on: May 28, 2020, 03:57:21 PM »
James, could you perhaps manually link, and maybe also build them if needed, some fishing waters to the fisheries? There are quite alot on the server that cannot be served.

Edit:
Server resettet O.o
Here are coordinates on some of the ones I found, but there are probably more:

(5791,1729)
(6060,2266)
(6397,1333)
(5946,2224)
« Last Edit: May 28, 2020, 09:54:22 PM by Ves »

Offline jamespetts

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Re: Bridgewater-Brunel game no. 3
« Reply #2 on: May 28, 2020, 10:11:23 PM »
Fisheries fixed, except for the one in excessively shallow water, which has been closed by order of the Board of Trade.

Offline Ves

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Re: Bridgewater-Brunel game no. 3
« Reply #3 on: May 28, 2020, 10:24:47 PM »
Fisheries fixed, except for the one in excessively shallow water, which has been closed by order of the Board of Trade.

Thanks! Poor guys in that closed fishery, they where true optimists...

Offline Freahk

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Re: Bridgewater-Brunel game no. 3
« Reply #4 on: May 29, 2020, 01:42:22 AM »
I noticed further "Crazy fishing port"s, that cannot reach catch any fishes, most of them on the Western continent
(1670, 2076)
(313, 1976)
(15, 1922)
(2540, 2372)
(2368, 2437)
(971, 2113)
(7826, 1909)

A few of them can be fixed with a short canal but most of them can not.

Offline Ves

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Re: Bridgewater-Brunel game no. 3
« Reply #5 on: May 29, 2020, 08:14:57 AM »
The server seems down, and is also mismatched.

Offline Freahk

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Re: Bridgewater-Brunel game no. 3
« Reply #6 on: May 29, 2020, 11:11:16 AM »
This is a typical symptom when the nightly could not be built and in fact, I could not build the latest master.

Edit: latest working commit is e977162, aka one commit before line-dialogue-improvement was merged in.

Offline Ranran

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Re: Bridgewater-Brunel game no. 3
« Reply #7 on: May 29, 2020, 11:55:05 AM »
line-dialogue-improvement
It looks like a mix with james' experimental branch, unlike the name.
I have little knowledge of Linux. I have successfully built it on windows.
Regarding mismatch, I think it is a new parameter of the vehicle added by James.

Offline Freahk

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Re: Bridgewater-Brunel game no. 3
« Reply #8 on: May 29, 2020, 12:52:52 PM »
Sorry, I was not about to blame anyone. Just wanted to point out which commit was meant as the commit hash is rather hidden in some git viewers, whilst the comment is not.

Anyways, I am currently retrying using the bundled makefile, maybe something changed so my CMakeLists is not correct anymore.

The issue is with headless aka COLOR_DEPTH=0 build
Quote
/usr/lib64/gcc/x86_64-suse-linux/7/../../../../x86_64-suse-linux/bin/ld: build/default/gui/components/gui_convoiinfo.o: in function `gui_convoiinfo_t::draw(scr_coord)':
gui_convoiinfo.cc:(.text+0x1a3): undefined reference to `display_color_img_with_tooltip(unsigned int, short, short, signed char, int, int, char const*, signed char)'
/usr/lib64/gcc/x86_64-suse-linux/7/../../../../x86_64-suse-linux/bin/ld: gui_convoiinfo.cc:(.text+0x265): undefined reference to `display_color_img_with_tooltip(unsigned int, short, short, signed char, int, int, char const*, signed char)'
/usr/lib64/gcc/x86_64-suse-linux/7/../../../../x86_64-suse-linux/bin/ld: gui_convoiinfo.cc:(.text+0x7a7): undefined reference to `display_color_img_with_tooltip(unsigned int, short, short, signed char, int, int, char const*, signed char)'
/usr/lib64/gcc/x86_64-suse-linux/7/../../../../x86_64-suse-linux/bin/ld: build/default/gui/curiositylist_stats_t.o: in function `curiositylist_stats_t::draw(scr_coord)':
curiositylist_stats_t.cc:(.text+0x1585): undefined reference to `display_color_img_with_tooltip(unsigned int, short, short, signed char, int, int, char const*, signed char)'
/usr/lib64/gcc/x86_64-suse-linux/7/../../../../x86_64-suse-linux/bin/ld: build/default/gui/schedule_list.o: in function `schedule_list_gui_t::display(scr_coord)':
schedule_list.cc:(.text+0x1886): undefined reference to `display_color_img_with_tooltip(unsigned int, short, short, signed char, int, int, char const*, signed char)'
/usr/lib64/gcc/x86_64-suse-linux/7/../../../../x86_64-suse-linux/bin/ld: build/default/gui/schedule_list.o:schedule_list.cc:(.text+0x1c30): more undefined references to `display_color_img_with_tooltip(unsigned int, short, short, signed char, int, int, char const*, signed char)' follow
« Last Edit: May 29, 2020, 01:44:03 PM by Freahk »

Offline jamespetts

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Re: Bridgewater-Brunel game no. 3
« Reply #9 on: May 29, 2020, 01:32:47 PM »
There was a problem with command line server compilation which I have now fixed - I have now restarted the server with this new version, and it should be running very soon (if it is not already).

Offline jamespetts

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Re: Bridgewater-Brunel game no. 3
« Reply #10 on: May 30, 2020, 11:32:08 AM »
I have noticed that some of the posts here were placed in the wrong topic, for the old Bridgewater-Brunel saved game, so I have moved them to this topic. I think that I have either connected or deleted the affected fishing ports now.

Offline Freahk

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Re: Bridgewater-Brunel game no. 3
« Reply #11 on: May 30, 2020, 01:16:21 PM »
Seems to be much better now.

May I ask you to check (2368, 2437), (1670,2076), (580,1244) and (259,2244) again?

It seems like you had deleted the most suitable Fishery (on Lake greeninghill) in the first case, might have mised to link industries in the second case and entirely missed the remaining two.