[HN Gopher] OpenTTD 1.10 ___________________________________________________________________ OpenTTD 1.10 Author : app4soft Score : 231 points Date : 2020-04-03 18:28 UTC (4 hours ago) (HTM) web link (www.openttd.org) (TXT) w3m dump (www.openttd.org) | kragniz wrote: | In case anyone's thinking of running some multiplayer games in | the coming weeks and wants some more advanced economy metrics, I | recently started writing a set of patches to add a prometheus | /metrics endpoint to the OpenTTD server to use with a grafana | dashboard: | | https://github.com/grand-central-garbage/openttd-prometheus | (warning: grim c++ code) | deadbunny wrote: | This is fantastic. Now I need this for Rimworld... | GauntletWizard wrote: | In a similar vein, I played a factorio game with | https://github.com/afex/graftorio - It was useful, but also un- | useful as I ended up spending more time making pretty graphs | than they could possibly have saved me in noticing resource | bottlenecks. | Twirrim wrote: | Argh. Just what I don't need. _More_ things to make me want | to play Factorio. The factory must grow.... | NikolaeVarius wrote: | I wanted to be productive this weekend. Shit | kragniz wrote: | I think it's more interesting on an openttd server, because | you're competing against other players, so the graphs inform | you about their actions and how well you're keeping up with | their economy. | deadbunny wrote: | Could that be classed as cheating or is this info already | in the game? | | Note: Not passing judgement if it is, just curious. | kragniz wrote: | It's added as part of the dedicated server, and available | for all players on the server. This kind of data is also | available in game, but not as detailed. | m4rtink wrote: | AFAIK many OpenTTD online games are cooperative with many | players building a very complex transport networks, usually | with some objective. Like all with steam locomotives, bus | network with transshipping, etc. | zwayhowder wrote: | I think you have won TTD :) | rantwasp wrote: | hold on. you need to feed these metrics into a slack bot that | tells you how much you suck in order to win | dividuum wrote: | That sounds pretty fun. I suggest you add some screenshots of | what a dashboard might look like. (If I missed them, I'm sorry | for the noise) | WilliamEdward wrote: | One of the best game soundtracks in the world | dang wrote: | Related and not as recent: | https://news.ycombinator.com/item?id=16725375 | | Recent and not as related: | https://news.ycombinator.com/item?id=19538715 | transitivebs wrote: | The nostalgia is real. | | Here's a link to their OSS GitHub repo for quick reference: | https://github.com/OpenTTD/OpenTTD | haolez wrote: | I love OpenTDD! The improvements over the original Transport | Tycoon's AI is insane. | jonathankoren wrote: | I tried this game before, because I wanted Transport Tycoon, but | with smarter train logic, but I found this unplayable. I tried | this new version, but the problem persists. | | The graphics don't scale to modern resolutions, and so I | literally can not read the screen or see what's happening. I have | to sit six inches away from the screen to read anything. I've | tried wiki instructions before, but they didn't work. I ended up | having missized windows and text. | | Such a shame. | lambertsimnel wrote: | Have you tried Simutrans? | | https://www.simutrans.com/en/ | | It's a while since I played it, but it's similar to Transport | Tycoon and seems to have variants ("paksets") with different | levels of graphical detail. | Lammy wrote: | The graphics (GRFs) are configurable! If you're using the | original TTD GRFs it will look tiny and pixelated, but you can | get large smooth modern-looking graphics too. Search for a | "32bpp" GRF set :) | | https://wiki.openttd.org/Playing_with_32_bpp_graphics | exitheone wrote: | OTTD hat UI scaling and font scaling for HiDPI displays. Just | need to enable it in the settings. | duluca wrote: | What would it take to get the executable signed? Windows 10 is | giving me hell for trying to run the installer. I reported it as | safe, but I guess every release would be subject to the same | limitations. | TylerE wrote: | Now if only there was a decent UI mod of playing on modern 1440+ | screens. (Yes, I know there are mods that double the UI size but | they make everything super-pixelated) | ubercow13 wrote: | There are various sprite sets for OpenTTD that provide much | higher resolution sprites for everything so that you can zoom | further in and everything is still rendered using unscaled | sprites. You could probably use one of these on a high DPI | screen and use a higher zoom level by default. | TylerE wrote: | I'm talking about the UI, not the sprites. The buttons and | fonts are TIIIINY. | snazz wrote: | Another commenter says that there's a HiDPI option in the | settings now: https://news.ycombinator.com/item?id=22773440 | jabl wrote: | IMHO the annoying thing with (Open)TTD is the economics model. | | In the beginning it can be a bit though, but once you get over | the initial hump you're more or less swimming in money for the | rest of the game. | | Secondly, it's annoying how small trains become uncompetitive | later on in the game. Yes, you'll have much smaller number of | these megaroutes bringing in the megabucks, but you have plenty | of formerly cash flow positive routes that simply can no longer | cover their running costs. Yeah, maybe that mirrors reality with | rail transit, but dammit, I want to play with trains not run | trucks and buses. | hyperman1 wrote: | A long time ago, I found a trick/bug/cheat in the original | transport tycoon deluxe: When a new opponent appears, buy a 75% | majority share. Assume their identity as a majority | shareholder, loan the maximum you can and buy anything you | want, e.g. a ton of ships. Then sell the shares. The game | calculates the value of the shares on the opponents assets but | forgets to substract the loan. | | Net result is your shares went up enormously so you made a huge | profit, the opponent can't do anything except go broke as it | has no more cash and spends a ton on the upkeep of the ships. | And you have a lot of ships drifting around aimlessly providing | some nice background views. | | As a kid I loved this evil plan, but assumed it would never fly | in the real corporate world. Now I'm not so sure anymore. | Nr7 wrote: | There was another bug in the original Transport Tycoon (not | Deluxe) that gave an even easier way to make massive amounts | of money. If you built a tunnel through the whole continent | the price integer rolled over and instead of paying a ton of | money for the you actually received billions of dollars. | rantwasp wrote: | oh yes. from dirt poor to having billions of dollars. just | like the American economy :| | kubatyszko wrote: | Indeed, I had friends who used it (I never did), from what | I recall (this was over 20 years ago), the tunnel could not | be removed and in some cases would get in the way of some | construction later. | hyperman1 wrote: | Oh yeah, the game was amazing in what it did with limited | resources, but once you started pushing it, plenty of | interesting bugs surfaced. | | Another fun one was trains drive 1 pixel of the rails | before turning around. So if an opponent has a huge profit | making railway station, you place one rail of your own at | the end and stop a train just before it turns around. Next | time his trains come around, he crashes into yours and boom | goes the money maker. | | And then there was the fact that a train cant collide with | itself. If it is long enough you can push it through itself | at a crossing. | | There were others, but that's all I remember. | objektif wrote: | Thats called Private Equity. | zwayhowder wrote: | Had to check I didn't post this in my sleep. | | From memory you didn't even need to force them to borrow | money, they always did. As soon as they launched with the | $200,000 value buy 75%. They would within minutes borrow a | million and then you sell your shares turning $175,000 into | $750,000. | | The buying ships etc was definitely evil :) | untog wrote: | I struggle with both Civilization and Transport Tycoon in this | way: the initial stages are so much more engaging than the | management phase that comes afterwards. At least in | Civilization I usually end up going to war with someone. | | (but to be clear, Transport Tycoon/OpenTTD is an awesome, | addictive game all the same) | jle17 wrote: | Stellaris (a space grand strategy game) has "fallen empires" | which are powerful civilizations that you should absolutely | not challenge early and "crisis" which are galaxy-wide | threats that happen late-game to maintain engagement as you | progress (it does have a ton of micro-management though). | realradicalwash wrote: | civ 5 can be different with the right settings: when I played | on deity, half of the time it has been a struggle until a few | rounds before victory (conquest). | onlyrealcuzzo wrote: | It mirrors real life, if you believe Piketty. The more money | you have, the higher RoR you get on average. | pathseeker wrote: | First, RoR doesn't have anything to do with engagement or | even difficulty of the game. Second, Picketty's argument is | not even close to "RoR increases with money", it's that | return on capital outpaces economic growth, that's it. | | If that were to be manifested in a game, there would be no | "management phase" at all. You would just buy stocks and | collect returns from them faster than other players could | get money from actual business ventures. | Y_Y wrote: | Already-Rich Tycoon | onlyrealcuzzo wrote: | Maybe I meant ROI. He analyzed the average returns people | get on their capital by how much capital they have. | | I don't know the exact numbers, but I believe it was | something like: | | Normal people: 4.5% | | Wealthy people: 7.5% | | High net-worth individuals: 9% | fennecfoxen wrote: | Consensus economics would have you believe that, unlike in | any video game, businesses experience diminishing marginal | returns on investment. | _jal wrote: | ...A fact which has only tenuous relevance to a small | part of Piketty's argument. | | There are critiques of the work that make some reasonable | points, but this is not how they start. | fennecfoxen wrote: | This is a reasonable forum in which to discuss how well | video games' economics align with the real world. | | I regret that it is a poor forum to discuss pop economics | with a political agenda. If you would like resources | which discuss and critique the various flaws of Piketty's | work, I can refer you to the scholarly publications and | the conferences associated with the American Economic | Association, the Economic History Association, the | Economic History Society, the Cliometrics Society, and | like academic organizations, as starting points. | | In the meantime, I will continue to use this forum to | discuss the realism of video games. | adwww wrote: | Start a small railway running a tiny profit, go and have | dinner, return to heaps of money to take over the world! | exitheone wrote: | It's actually incredibly easy to print money early on. Take a | loan, build 2 airports reasonable far away from each other in | the larger initial cities. setup 2-3 planes between them. Wait | 15 minutes -> money printer. | | Money earned is based on distance and speed. Planes are | incredibly lucrative in the early game. | rantwasp wrote: | yeah no. trains. lots of trains. past a certain point, only | trains. | jagger27 wrote: | There's a bit of a gamble that your planes will crash though. | Andrew_nenakhov wrote: | Planes crash from time to time but they bring back their | costs in 5-6 flights, so your money making printer is only | limited by the number of available passengers, not by plane | reliability. | realradicalwash wrote: | you can tweak the settings to higher maintenance and higher | interest rates. but yes, even then, it becomes too easy after a | while. would be nice if the settings allowed it to make it even | harder (extra high maintenance costs, 6% interest rates, etc) | AaronM wrote: | There are some good economic mods like FIRS3. Really adds | challenge to the economic model. | fennecfoxen wrote: | I agree that this makes the moving-cargo game a lot less fun. | | I therefore take a different approach to the game to find fun. | I use the 2cc trainset, turn on car speed limits, turn on Cargo | Distribution, spread out the map so it's a little less dense | than normal, find a nice town-growth script that I can tune | such that towns only grow when you move _lots_ of passengers | and mail -- then I focus on passengers and mail _only_ , and | try to connect everyone into one unified network. | | It thus becomes a network-capacity management game rather than | an economics game. You need metros and suburban rail to collect | people to your high-capacity mainline rail corridors and long- | distance high-speed routes. | headcanon wrote: | This is an excellent game if you're interested in building | complex train networks, which isn't so dissimilar to programming | FWIW. | jonhess wrote: | That's what I like about this game too. It quickly turns into a | concurrency / lock contention optimization problem if you build | a very connected network. | kissgyorgy wrote: | This is a really complex game, don't let the "old school" graphic | fool you! | fennecfoxen wrote: | As far as I can tell, it's still the most complex railroad game | out there. You just end up with so many more trains than in any | of the others. | cheese4242 wrote: | By random chance I installed OpenTTD a few days ago out of | quarantine boredom so I am thrilled to see a HN post about it. | | I was building up a local rail and road transportation network | then on a whim I built a few airports and setup some plane routes | between them. The revenue from planes started outpacing my | existing ground networks quickly. I then built two large airports | on opposite ends of the map and purchased a large jet to fly | between them. Before long I had more money than I knew what to do | with. A long distance air route between two large cities with a | fast, high capacity jet just prints money. | | So I'm wondering, how do I get some more challenge out of this | game? What are some more fun things I can do? At this point I am | making money faster than I can spend it. | contingencies wrote: | Has anyone tried the new games in this genre? Any significant | improvements? | amadeuspzs wrote: | Ooof never before have I instantly lost 3 hours from one HN link. | Awesome blast from the past! | xwdv wrote: | Any people here want to play multiplayer? | mszcz wrote: | Oh, no. No. No. I vaguely recall the countless hours I've sunk | playing this... Please, don't drag me into this again... Why?! | | EDIT: Just to be clear, the game is awesome and the comment is | made in jest ;) | xenonite wrote: | Same problem here. But luckily, on Macs it requires macOS | 10.12, hence I can't run it anymore with 10.11 :-) | mszcz wrote: | Lucky bastard! | xenonite wrote: | Actually if one downloads the ZIP instead of the DMG file, | it seems to start flawlessly on macOS 10.11. | | I cheered to soon... | SheinhardtWigCo wrote: | If you like this, you'll love Transport Fever 2. | | Apologies in advance. | mszcz wrote: | That looks nice but I think I prefer the "rigidity" (and | nostalgia) of isometric (?) games. | cheschire wrote: | I very much enjoy TF2, and the mod community in steam is | making it better everyday. | innocenat wrote: | I find OpenTTD just way more complex, especially with mods | and patches. | | I play TF/TF2 mainly for the look. | | Edit: in term of the transport network, not in term of | economy. | FalconSensei wrote: | For me it's the opposite: anything that's not isometric and | looks like rollercoaster tycoon or openttd looks bad/weird | vitro wrote: | What about Mashinky? Sorry :) ___________________________________________________________________ (page generated 2020-04-03 23:00 UTC)