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#openttd IRC Logs for 2011-08-29

---Logopened Mon Aug 29 00:00:18 2011
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02:02<@Terkhen>good morning
02:16<@planetmaker>moin
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03:27<andythenorth>mrrrning
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03:33<@Terkhen>hi andythenorth
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03:38*andythenorth gives leanden some 'help' with roadtypes :P
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03:59<dihedral>morning
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06:32<JVassie>rawr
06:34<@planetmaker>rwar
06:36<JVassie>howsa is yousa?
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06:52<JVassie>how good is netbeans as an IDE for writing c++?
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07:45<andythenorth>tra la la la
07:45<andythenorth>one tile locks?
07:45<Eddi|zuHause>recode the lock as an object with a state machine ;)
07:46<andythenorth>I'll get right on that :P
07:46<andythenorth>:)
07:46<Eddi|zuHause>prerequesite: implement state machines for objects :p
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08:01<andythenorth>hmm
08:01*andythenorth forgot this isn't yacd :P
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08:43<krinn>hi all
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08:43<krinn>can a newGRF (a trainset) lie to openttd or is it some kind of bug in openttd or the newGRF ?
08:44<krinn>as i have one train saying only it can pull passenger to AIEngine.CanPullCargo and false for other cargo, and this train can indeed pull other cargo
08:44<Eddi|zuHause>yes.
08:45<krinn>openttd or newGRF bug ?
08:45<Eddi|zuHause>involved newgrfs would be helpful.
08:46<Eddi|zuHause>but my crystal ball says it might have to do with invalid callback on the purchase list
08:46<krinn>it's UKRS train set
08:47<krinn>the lying engine is name 4-6-2 Streak (Steam)
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08:49<krinn>that's awful because using AIEngine.CanPullCargo to filter bad wagons with HST engine == the 4-6-2 is filtered out while it can be use to pull something other than just passenger
08:49<krinn>lol the two trains are in the same set ^^
08:50<Eddi|zuHause>which ukrs version? i don't see a 4-6-2 streak
08:51<krinn>second i look where i can find that
08:51<krinn>0,81/proj1000 ?
08:51<krinn>it's that the version ?
08:52<krinn>UKRS2
08:52<Eddi|zuHause>oh, that is ukrs2...
08:53<krinn>oh i see public alpha0.81 going check for an update
08:53<krinn>no that's latest version from banana
08:54<krinn>should i just consider that a bug in it from the newGRF author and ignore the engine ?
08:56<Sacro>!summon Pikka
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08:57<Eddi|zuHause>what exactly is the meaning of "canpullcargo"?
08:57<krinn>a train can pull a wagon with a cargotype
08:57<krinn>if canpullcargo(pass) = false -> you cannot use that engine to pull wagon with passenger
08:58<krinn>but tests and openttd show it's just more a : canonlypullpass || canpullanything
08:59<@planetmaker>that's also what the docs say, don't they?
08:59<Eddi|zuHause>do you have a link to the documentation?
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08:59<krinn>from openttd return (::RailVehInfo(engine_id)->ai_passenger_only != 1) || AICargo::HasCargoClass(cargo_id, AICargo::CC_PASSENGERS);
09:00<krinn>http://noai.openttd.org/docs/trunk/classAIEngine.html#657f308ece02382bed5f9a7405eb0f14
09:00<krinn>the note is interresting :)
09:02<@planetmaker>:-)
09:02<Eddi|zuHause>that note doesn't make a lot of sense
09:02<krinn>that note seems to say: yep, i'm a useless function
09:03<krinn>more like a dup of :) http://noai.openttd.org/docs/trunk/classAIBase.html#c57cf1dd4123657ba2d6f33afa5e1cfa
09:03<@planetmaker>but it's about true... only testing it can really tell you with newgrfs
09:03<krinn>but within the same newGRF, it's not about some conflict with another newGRF or things like that
09:04<Eddi|zuHause>krinn: i'm fairly sure that it returns property 08: http://newgrf-specs.tt-wiki.net/wiki/Action0/Vehicles/Trains
09:04<krinn>and i can easy show you it's not ^^
09:04<krinn>http://dev.openttdcoop.org/projects/ai-aivehicletest
09:05<Eddi|zuHause>krinn: and if that is what it does, it means the answer to your original question is: "yes, the newgrf can lie about it"
09:06<krinn>yes, it was to see if the real answer was "it's a bug in openttd/newgrf" or "it's a useless function"
09:06<@planetmaker>hm... I thought there was a property or flag which signals to AIs whether a vehicle should preferentially be used for passengers. But I don't find it
09:06<Eddi|zuHause>planetmaker: my line above
09:07<@planetmaker>exactly. thank you
09:07<+glx>it just returns not optimised for passenger (prop 8) or cargo class is passenger
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09:07<andythenorth>stupid docks
09:08<andythenorth>stupid locks
09:08<andythenorth>stupid canals
09:08<Eddi|zuHause>stupid rivers? ;)
09:08<@planetmaker>stupid game!
09:08<andythenorth>stupid game
09:08<@planetmaker>it's not real!
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09:08<krinn>stupid lag ?
09:09<@Belugas>hi
09:09<krinn>hi
09:09<@planetmaker>hi Belugas
09:09<krinn>should i filebug for CanPullCargo ?
09:09<@Belugas>bien le bonjour :)
09:09<+glx>the function seems correct
09:09<krinn>de même Belugas
09:10<@planetmaker>what is the bug, krinn?
09:10<@planetmaker>a newgrf reporting wrongly?
09:10<@Belugas>wow... avec des accents en plus!
09:10<krinn>the function answer bad result
09:10<+glx>Belugas: c'est facile pour lui :)
09:10<krinn>saying a train cannot pull wood while it can
09:10<+glx>it uses newgrf data
09:10<Eddi|zuHause>krinn: this is basically a hint by the grf author how the engine *should* be used, not what it *can* be used for.
09:11<Eddi|zuHause>krinn: and the "note" in the docs is simply wrong
09:11<krinn>I know something is wrong, trying to get what is wrong :)
09:11<@planetmaker>it's a recommendation by the "game must simulate reality" newgrf authors
09:11<@planetmaker>it's not a function which describes the vehicle properties, but the vehicle intention
09:12<+glx>an engine can always pull anything
09:12<krinn>i see a kinda of "don't use TGV to pull wood FFS !"
09:12<Eddi|zuHause>krinn: the grf says "this is a passenger engine", but does not enforce no non-passenger usage
09:12<@planetmaker>thus you can use your tgv to pull wood or ore
09:12<+glx>unless there's also attach callback
09:12<Eddi|zuHause>krinn: yes, that's exactly what it is
09:12<krinn>Eddi|zuHause, yep it can, as HST do
09:12<@Belugas>hehe... therefor, it is a useless grf!
09:12<Eddi|zuHause>krinn: it can != it does
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09:13<@planetmaker>its purpose is to tell the AI: "if you want to look good, don't pull wood with this engine"
09:13<@planetmaker>if you think profit is more important: ignore that advice
09:14<krinn>and if you don't care about looking good: no answer could be get so ?
09:14<@planetmaker>that function is only about "looking good advice"
09:15<@planetmaker>your AI has to test itself what actually works
09:15<krinn>i might look bitchy, but answer like that explain it all, while doc leave me in cloud
09:15<Eddi|zuHause>krinn: fix the docs
09:15<@planetmaker>^ :-)
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09:16<krinn>looks like i'm the only one to fall on this kind of stuff :(
09:16<JVassie>what might a collective word for empire, federation, state and republic be?
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09:17<krinn>country?
09:17-!-TheMask96 [martijn@gluttony.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds]
09:17<JVassie>thinking bigger than that
09:17<Markk>Union.
09:17<krinn>alliance of
09:17<Eddi|zuHause>JVassie: administrative unit
09:17<JVassie>lol Eddi :p
09:18<Markk>Das Reich.
09:18<JVassie>doesnt exactly inspire confidence/authority
09:18<Markk>There we go.
09:18<Markk>:)
09:18<@planetmaker>authority?
09:18<Eddi|zuHause>JVassie: of the words you gave, "state" doesn't really fit in
09:18<JVassie>how so?
09:19<@planetmaker>nor nation actually
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09:19<JVassie>didnt mention nation :p
09:19<krinn>:D
09:19<@planetmaker>I know :-)
09:19<JVassie>cant come up with anything thats 'bigger' than those 4
09:19<@planetmaker>But you're looking for synonyms. Excluding related words might help
09:20<@planetmaker>the milkyway :-P
09:20<krinn>well, these words doesn't define a limit already
09:20<Eddi|zuHause>JVassie: some kind of context might help
09:20<JVassie>let me try to form a cohesive outline of the context
09:20<JVassie>ill try to use generic words for it
09:21<JVassie>a player in a game
09:21<JVassie>controls a 'company'
09:21<@planetmaker>roams his realm ;-)
09:21<JVassie>a company might belong to an 'alliance'
09:21<Eddi|zuHause>is it me or is the forum awfully unresponsive?
09:21<@planetmaker>"claim", JVassie?
09:22<JVassie>a collection of alliances might be an empire/federation/republic/state
09:22<@planetmaker>it's you, Eddi|zuHause
09:22<JVassie>each of those 4 is an example of ...?
09:22<JVassie>file in the blank
09:22<JVassie>(fill
09:22<JVassie>names are interchangeable
09:22<JVassie>company was a spur of the moment thing
09:22<krinn>these doesn't gave a size clue, just how they are rules
09:23<JVassie>but doesnt really fit into a 'space' theme
09:23<Eddi|zuHause>JVassie: i think that's kind of backwards... usually "states" form "alliances", not "alliances" form "states"
09:23<JVassie>mmm i guess
09:24<JVassie>state does kind of seem insignificant against republic/federation/empire
09:24<krinn>i don't have the word, but i think you seek one that define commonwealth
09:25<JVassie>well i have many other names of 'bodies' floating around in my head: syndicate, association, enterprise, partnership
09:25<JVassie>corporation
09:25<JVassie>conglomorate
09:25<JVassie>organization
09:25<Eddi|zuHause>not sure what you want to model, but "state" should be the lowest unit, "alliance"/"federation"/"empire" the higher unit
09:26<Eddi|zuHause>(where each of the three has different organizational structure)
09:26<krinn>they speak about framework
09:27<JVassie>I guess im looking at a 3 or 4 four tier structure ranging from an individual (who is the owner/controller/overseer/whatever os his or her entity (account)) up to one of the 'big 3' i guess, federation, republic, empire
09:27<JVassie>*three or four tier
09:28<krinn>there's no word to define that imo, that's why commonweath was create
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09:28<Eddi|zuHause>if you think more about economy, then branch/company/corporation, if you think more about military then city/state/empire
09:28<krinn>oh maybe, just realm ?
09:29<krinn>realm can define even a new world
09:29<JVassie>i think in the 'gaming' context, realm is on par with a specific server
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09:29<JVassie>and/or universe/world
09:29<JVassie>hmm
09:30<krinn>remind me d&d forgotten realm :p
09:30<JVassie>synonyms for realm bring up: domain, dominion, kingdom, monarchy, neighbourhood, province, principality
09:30<JVassie>region
09:30<krinn>dominion is perfect for space
09:30<JVassie>territory
09:31<JVassie>mmm
09:31<JVassie>a lot of these words dont really hold in a space theme
09:31<JVassie>i mean neighborhood? :p
09:32<krinn>A territory or sphere of influence or control; a realm. for dominion
09:32<JVassie>thats brought up yet more synonyms..
09:33<JVassie>:p
09:33<krinn>but dictionary put (1. rule; authority) should met your needs
09:33<JVassie>maybe a forum post in off-topic
09:33<JVassie>would faction cover empire/federation/republic?
09:34<JVassie>or i guess depending on context, race might
09:34<krinn>no faction could be inside an empire without been from that empire
09:34<JVassie>sorry you lost me there
09:34<krinn>mercenaries factions
09:35<krinn>disidents could also be a faction
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09:40<JVassie>think i shall take this to a forum post
09:40<JVassie>will let you know when its up
09:40<JVassie>and interestign discussion i think :P
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09:40<frosch123>oh, daily coop pingout again?
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09:40<Eddi|zuHause>JVassie: i don't think this makes a lot of sense when you don't have a really formed out context yet
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09:40<JVassie>do you have any specific questions i coudl answer?
09:40<JVassie>*could
09:40<krinn>agree with Eddi|zuHause they can all define your word, depending on context (say economic, politic, religious or military)
09:41<Eddi|zuHause>JVassie: i mean if you're designing a game, you design the rules first, and then find names for them afterwards
09:41<JVassie>i did get sidetrakced a little ill admit
09:42<frosch123>hmm, there should be a newgrf spec to change the ranking names in the highscore
09:42<JVassie>my original intention was just to find a collective name for empire/republic/federation/state
09:42<JVassie>for the spec
09:42<frosch123>"pope" might be interesting
09:42<JVassie>as a 'tier above' what im terming alliance currently
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09:43<Eddi|zuHause>JVassie: and i was pointing out that there's quite some inconsistency in there
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09:43<JVassie>hmm
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09:44<Eddi|zuHause>JVassie: and this inconsistency can only be solved if you design it bottom-up
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09:44<Eddi|zuHause>and not "i need a new level, let's find a name for it"
09:44<JVassie>so from largest -> smallest?
09:44<krinn>the problem is most of them doesn't fit a "size"
09:45<krinn>an empire could be from few people to a universe
09:45<Eddi|zuHause>no, you make up the game rules first, with generic names "top level", "lowest level" etc., then you define rules for the game, and _then_ you pick names
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09:46<krinn>most game solve it with grades
09:46<Eddi|zuHause>JVassie: i mean you told us *absolutely nothing* about the game
09:46<JVassie>wrong :p
09:47<krinn>space is all we know
09:47<JVassie>and that im aimign for 3 or 4 tiers
09:47<Eddi|zuHause>let me rephrase that: you told us *virtually nothing* about the game
09:47<JVassie>*aiming
09:47<JVassie>struggling to put what im thinking into words
09:47<Eddi|zuHause>you have not answered my question about whether it would be economically-themed or military-themed
09:47<krinn>just put numbers then
09:48<JVassie>lets start from the top :p
09:48<Eddi|zuHause>what kind of interaction would be between the players?
09:48<Eddi|zuHause>within an alliance, between alliances?
09:48<JVassie>economic and military interaction
09:48<JVassie>both
09:49<JVassie>a player belongs to a 'race'
09:50<JVassie>but that doesn't prohibit/necessitate being in one of any of the tiers
09:50<JVassie>if that makes sense?
09:51<JVassie>so ill exclude political/religious from the list of interactions
09:51<krinn>not really, your describe an alliance, like NATO
09:51<JVassie>(at least at a player level)
09:51<krinn>your allied or not, no level in between if you don't consider treators as a level :)
09:52<Eddi|zuHause>JVassie: maybe you want separate hierarchies for the economical and military aspects
09:52<JVassie>good idea
09:52<Eddi|zuHause>so you can open trade relations without making a military commitment
09:52<JVassie>how might that work in practice though? as militaryand economic aspects often are entwined
09:53<JVassie>there is also wether a 'relationship' be it between players or between any tier of 'alliance' are enforcable or not
09:53<JVassie>ie regulated by the game
09:53<JVassie>if player a is allied to player b, can a still attack b
09:54<JVassie>if alliance is allied to alliance b, can a still attack b
09:54<+glx>in real life that happens
09:54<krinn>as long as A can attack B nothing prevent it
09:55<krinn>alliance has been broken many times without a word
09:55<+glx>even if they are allied
09:55<krinn>it was even use as tactical power
09:55<Eddi|zuHause>that usually means that the alliance is immediately terminated ;)
09:55<krinn>yes :D
09:55<krinn>but the surpise/benefits from using it is already taken
09:55<JVassie>unfortunately we come to a 'clashing' of terminology here
09:56<JVassie>alliance being a collection of smaller entities
09:56<JVassie>not a 'state' between seperate entities
09:56<JVassie>gah ive done it again >.>
09:56<JVassie>not a 'relationship status' between seperate entities
09:56<krinn>nothing can prevent an alliance to broke, nor race, nor religion, and certainly not economic (that must be the main reason to broke it)
09:57<JVassie>see above krinn :)
09:58<JVassie>i think this begs the question, what could a tier 3 do, that a tier 2 couldnt
09:58<krinn>alliance isn't define by size, 2 people could make one, or many countries, that's why i don't get what you're looking for
09:58<JVassie>or a tier 4 do that a tier 3 couldnt
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09:59<JVassie>krinn, i dont mean alliance in the sense of war/nap/allies i mean it in the sense of a collection of players working choesively for some purpose (military and/or economical)
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10:00<Eddi|zuHause>JVassie: let's take medieval germany as an example. you have several individual units, usually lead by a lower nobility. then you have at the highest level the "king/emperor", who can lead wars, but the lower nobilities don't necessarily have to follow him. also you have economical unions like the "Hanse", which also has members outside the empire
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10:02<JVassie>hmm
10:02<JVassie>so mapping it across
10:02<JVassie>a unit here is a player
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10:02<JVassie>is a lower nobility a person or a collection of people?
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10:03<Eddi|zuHause>if you have a feudalism-oriented empire, then the player would be a noble person leading a small section of land, he can be promoted to higher nobility, which means he has several lower nobilities below him
10:04<Eddi|zuHause>feudalism usually means you have family-oriented alliance lines
10:04<JVassie>right
10:05<JVassie>need to map this to a space theme/context
10:05<Eddi|zuHause>if you're the leader of the Habsburg family, you control like 1/3 of the entire empire directly through your family
10:05<JVassie>:p
10:06<Eddi|zuHause>and the rest indirectly because you are king
10:06<JVassie>let me try to map it out then
10:07<JVassie>a player controls one or more planets
10:07<krinn>you can just map to mayor, president... that the same
10:08<Eddi|zuHause>if you are modeling a democracy-oriented federation, then you probably lose the family ties
10:08<krinn>but this define a nation, not an alliance
10:08<krinn>as even hambur prince mary french princess, france won't fall under hambur's reign
10:09<krinn>france nation remain one, germany too
10:09<Eddi|zuHause>the concept of "nation" didn't really exist in medieval times
10:10<krinn>i think it was, just the main rule was, the bigger military rules you
10:11<krinn>and as soon as military power decline, nation take again their freedom to become what they were before
10:11<krinn>see england and rome, taking england doesn't gave you roman/english, just english under roman power
10:12<krinn>so english under rome rules were still see them as english nation
10:13<JVassie>a player might wish to work with one or more other players, wether for economic or military gain and form a 'tier1' collective
10:13<JVassie>*tier2
10:13<JVassie>sorry
10:13<JVassie>this tier2 collective, might wish to come together with another tier2 collective, more likely for military gain, and form a tier 3 collective
10:13<JVassie>does that make sense Eddi?
10:13<JVassie>Eddi|zuHause: I think to start with at least there is no numerical need for a collection larger than a tier 3 I think
10:14<krinn>imo there's no military alliance ever: only economic one
10:14<Eddi|zuHause>"nation" (from french naître - being born) is a concept of modern times, where states control people with close ties (like a common language and culture)
10:16<Eddi|zuHause>the concept of "nationalism" in germany was propagated especially under napoleon's rule
10:17<Eddi|zuHause>the german empire of 1871 was the first to classify as a "nation state" in the traditional sense. germany thus was one of the last countries to pursue that concept
10:18<JVassie>woah lag
10:18<JVassie>im trying to keep it relatively simple krinn :p
10:20<Eddi|zuHause><krinn> see england and rome, taking england doesn't gave you roman/english, just english under roman power <-- there were no english in england while england was under roman rule. the anglos and saxons came to england after the romans left.
10:20<JVassie>:p
10:20<krinn>:D
10:21<Eddi|zuHause>there were a bunch of celtic tribes, but "nation" is slightly overstated
10:21<JVassie>krinn, why wouldnt there by a military gain for multiple players coming together
10:22<JVassie>if there were a cluster of planets owned by a group of players collectively
10:22<JVassie>a single player couldnt come along and take it by himself
10:23<krinn>but it would attack for only the reason to own it : economical reason, not military one
10:24<JVassie>attacking in itself is a military action though
10:24<JVassie>though i agree
10:24<JVassie>there isnt really such thing as a military gain
10:24<JVassie>military is a means to an end
10:24<Eddi|zuHause>"military is just economics by other means" :p
10:24<JVassie>economic, political or religious
10:24<krinn>see that: me & you make an alliance to military kick my neighbourg ass: it would be military only if you say, it's ok, i'll do it for free and don't want his land... even i'm not fear by him
10:24<Eddi|zuHause>(slightly paraphrased :p)
10:24<JVassie>heh Eddi :p
10:25<JVassie>on the other hand
10:25<JVassie>this is a game not real life
10:25<JVassie>and the repurcussions of failing in a game arent quite as severe as on a real battlefield
10:25<JVassie>hence
10:25<JVassie>that givers a lot of players their love of attacking just for the fun of it
10:25<JVassie>to prove they can win
10:26<krinn>lol, because you think ones that decide to attack are the ones on the battlefield in real life ?
10:26<JVassie>:s
10:26<JVassie>i didnt allude to that at all
10:27<krinn>repercussions for sarkozy batteling somewhere is not that severe for him : we will not kill him
10:27<krinn>but our men are dying
10:27<JVassie>your missing the point a little here ;)
10:27<krinn>i know i know :)
10:28<JVassie>unofrtunately i guess im a little undecided on a lot of the mechanics for the game
10:28<JVassie>*unfortunately
10:29<krinn>but in game it will be that way too: if it's last man standing, you will have military alliance indeed, but to achieve that, players will use their economic, so at end, it's again economical alliance
10:29<JVassie><JVassie> though i agree
10:29<JVassie><JVassie> there isnt really such thing as a military gain
10:29<krinn>or your game gave 100 units to everyone, no ressource/money to create new one...
10:29<JVassie>:)
10:29<JVassie>in my game
10:30<JVassie>the individual doesnt represent a single unit
10:30<@planetmaker>diplomacy ftw ;-)
10:30<JVassie>it represents a 'commander', or essentially
10:30<JVassie>the owner of one or more planets and everything on them
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10:32<krinn>someone must have said that war is also a diplomatic form :)
10:32<@planetmaker>isn't one the continuation of the other by different means?
10:34<krinn>kinda yes
10:35<krinn>as diplomacy is a prelude to war
10:36<@planetmaker>and vice versa ;-)
10:36<krinn>except if you consider diplomacy after war the prelude to another one :P
10:37<@planetmaker>and thus the circle continues
10:38<krinn>and never end, that's what i see on my tv each day ^^
10:40<JVassie>anyway :p
10:41<krinn>this channel is so philosophic :D
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10:56<JVassie_>what did i miss?
10:56<krinn>nothing
10:56<Markk>Jupiter is not longer a planet.
10:56<Markk>Your mom is now taking Jupiters place.
10:56<Markk>:D
10:57<JVassie_>gold * for you
10:57<JVassie_>so yeah i guess krinn
10:57<JVassie_>military action in this game would normally be for economic gain
10:58<JVassie_>though not necessarily in the case of war
10:58<JVassie_>thinking in the form of 'bashing' here
10:58<@planetmaker>luckily this is a military free game here ;-)
10:59<@planetmaker>except an occasional alien
10:59<JVassie_>you missed the majority of the conversation i think planetmaker :p
10:59<krinn>we don't have rockets, but i saw military act of war many times (ever build a rail in front of an ai/player station)
11:00<JVassie_>Eddi|zuHause: happy with the definition of the tier system?
11:02<JVassie_>krinn: you asked about numbers
11:02<JVassie_>i will refer to these in terms of number of players (roughly of course)
11:02<JVassie_>tier 1: 1 (a single player)
11:03<JVassie_>tier 2: 1-100/1000
11:03<JVassie_>tier 3: 1-1000/10000
11:03<Eddi|zuHause>JVassie_: what/how/where?
11:03<JVassie_>there are ways the maximum numbers could be controlled
11:04<JVassie_>Eddi|zuHause: re. my definitions of the tiers
11:04<JVassie_>read up a ways
11:04<JVassie_>im afraid i havent got the log
11:04<krinn>well, why not then just use military ranks if it's military game?
11:05<Eddi|zuHause>i'm afraid it got kinda buried in the discussion
11:05<Eddi|zuHause>@logs
11:05<@DorpsGek>Eddi|zuHause: http://irclogs.qmsk.net/channels/openttd
11:05<JVassie_>ah hah
11:05<krinn>1: a mercenary 2: a lieutnant, 3 : colonel...
11:05<JVassie_>didnt know about logs :p
11:05<JVassie_>krinn
11:05<JVassie_>noooo
11:05<JVassie_>doesnt work like that :p
11:05<krinn>i think it doesn't work at all :)
11:06<JVassie_>ok let me rephrase
11:06<JVassie_>these tiers are varying degrees of collections of players
11:06<JVassie_>surely you mustve played a game where players could join a guild
11:06<krinn>yep
11:07<krinn>and as usual they use military ranks :)
11:07<JVassie_>im not talking about within the guild
11:07<JVassie_>they can use whatever internal ranks they like
11:08<krinn>(or some forms of rank base on race... trool>gobelin>flower>barbara streisand)
11:08<JVassie_>what im trying to drive at is how to categorize these groups of players
11:08<JVassie_>and/or name them
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11:12<krinn>i know, but it will be hard if you keep thinking about words that define no real limit
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11:12<krinn>a nation as no real size limit
11:12<krinn>would be easier if you use words that have a somehow define limit
11:13<JVassie_>ok image incoming
11:13<JVassie_>krinn: http://www.jvassie.net/mmo/hierarchy.png
11:13<krinn>tier1: primitive tier2: hut tier3: village tier4: town tier5: city tier6 country...
11:13<JVassie_>a rough indication of scale of numbers im envisioing
11:13<JVassie_>does that help somewhat?
11:14<krinn>as i said: a nation (the word) could represent anyone from tier2-4 in your example
11:15<JVassie_>ok
11:15<JVassie_>now lets apply those numbers to a space theme
11:15<JVassie_>a single player
11:15<JVassie_>is the owner of one or more planets
11:15<krinn>a ship, orbital station, town, city, federation
11:16<JVassie_>call it a planetdom xD
11:16<krinn>you don't really need to have a word that represent the number of players, but a word that represent a rank
11:17<krinn>for people, no one will care your tier3 is city, they will just get easy that "city rank" is greater than "hut rank" and smaller than "nation rank"
11:17<JVassie_>:p
11:17<JVassie_>there needs to be some status involved with forming these tiers
11:17<JVassie_>benefits
11:18<JVassie_>drawbacks
11:18<JVassie_>costs
11:18<JVassie_>requirements etc
11:18<JVassie_>bragging rights ofc ;)
11:18<krinn>(and traitors!)
11:19<JVassie_>anyway
11:19<JVassie_>i cant really call them tier 0 thru tier 4 ingame ;p
11:19<JVassie_>and ideally i would like there to be a choice of 'names'
11:19<JVassie_>like for example a tier 4 is either a federation, an empire or a republic
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11:23<Eddi|zuHause>that's a matter of how you want to enforce your game rules
11:23<JVassie_>pls expand
11:24<Eddi|zuHause>like by joining a tier-0 alliance you will give up some control over your planet/city/whatever, but the extent of that control is given by the type of alliance
11:25<Eddi|zuHause>like an empire will have strong control by an individual player
11:25<Eddi|zuHause>a federation will have loose control
11:25<Eddi|zuHause>and a republic something inbetween
11:25<JVassie_>ok ill buy that
11:26<krinn>about openttd: is there a way to add a label that is seen but have no purpose except showing infos in info.nut ? (if i need to explain an option i will run fast short of char space in the label of the option)
11:26<Eddi|zuHause>krinn: i don't think so
11:27<JVassie_>now i just need names ;)
11:28<Eddi|zuHause>duchy/kingdom/empire/galactic empire
11:28<JVassie_>unfortunately it is hard
11:28<JVassie_>as what do you call someone who controls multiple planets?
11:29<krinn>emperor
11:29<krinn>for an empire :p
11:29<JVassie_>exactly
11:29<Eddi|zuHause>duke/king/emperor/galactic emperor
11:29<JVassie_>what do you call a collection of empires/emperors?
11:30<krinn>a non sense :)
11:30<JVassie_>were not far enough into the future
11:30<Eddi|zuHause>county/province/republic/galactic republic
11:31<JVassie_>province might work
11:31<JVassie_>if it was geographical
11:31<Eddi|zuHause>sherrif/governor/senator/galactic senator
11:31<JVassie_>xD
11:31<JVassie_>you know my next question?
11:32<JVassie_>what do you call a group of republics?
11:32<JVassie_>:/
11:32<Eddi|zuHause>this is ordered smallest to largest
11:32<krinn>"a shitload of badass"
11:33<JVassie_>yep Eddi|zuHause
11:34<JVassie_>so next up the scale?
11:35<+michi_cc>JVassie: What to call a group of republics is very much dependant on what the actual constituents of that group are. Are the acting members of that group republics or players?
11:36<JVassie_>a republic is a collection of empires which are individual players
11:38<+michi_cc>And who/what has (on an abstract level) a voice in a group of republics? Is there one voice per republic or per empire?
11:39<Eddi|zuHause>JVassie: a higher level alliance is always consisting of next-lower level constituencies. so a group of players choose to either form a duchy or a county, a group of duchies then can choose to form a kingdom, a group of counties can choose to form a province, a non-homogenous group of duchies and counties can form a confederation
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11:40<JVassie_>exactly Eddi|zuHause
11:40<Eddi|zuHause>so you have: -/confederation/federation/galactic federation as the "inhomogenous" allances
11:40<JVassie_>oh
11:40<JVassie_>i see what your doing
11:40<JVassie_>:)
11:40<JVassie_>duchy/kingdom/empire/galactic empire
11:40<JVassie_>county/province/republic/galactic republic
11:40<JVassie_>confederation/federation/galactic federatio
11:41<JVassie_>tier1/2/3/4 yeh?
11:41<Eddi|zuHause>yep
11:41<JVassie_>cept federation has only got 3
11:41<Eddi|zuHause>yes, it doesn't make a lot of sense in the lowest level
11:42<Eddi|zuHause>a kingdom can only consist of duchies
11:42<Eddi|zuHause>a province can only consist of counties
11:42<JVassie_>can you substitue duchy for domain?
11:42<Eddi|zuHause>a confederation can consist of both counties and duchies
11:42<Eddi|zuHause>(but has fewer benefits)
11:43<Eddi|zuHause>JVassie_: sounds odd...
11:43<JVassie_>hmm
11:44<JVassie_>the main problem is that the games singular player is by definition a controller of one or more planets
11:45<JVassie_>alternatively
11:45<JVassie_>i change that
11:45<JVassie_>and a player only ever controls a single planet
11:46<JVassie_>would that make defining names any easier?
11:46<Eddi|zuHause>may make the concept slightly clearer
11:46<Eddi|zuHause>but it may work either way
11:47<JVassie_>hmm
11:47<JVassie_>difficult
11:47<JVassie_>as one of the drivings concepts behind the game is taking the 'size' of it to the next level
11:47<Eddi|zuHause>if you can control multiple planets, it may be possible that if you get elected county sherrif, you may give away control of your planets to concentrate on the job of controlling the county
11:48<@planetmaker>actually a game which fails to do so would result in micromanagement hassle
11:48<JVassie_>perhaps a trip to the drawing board is required on that idea
11:49<Eddi|zuHause>yep, as galactic emperor it might be too much of a hassle to also controll your tiny home planet
11:49<JVassie_>planetmaker: depends what controlling the county actually consists of
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11:49<@planetmaker>of course. But then another planet enters the arena. Or another.... etc :-)
11:50<@planetmaker>and you end up with setting the same thing N times on every planet. Boring
11:50<JVassie_>:p
11:51<@planetmaker>managing a planet individually is only interesting if it's all you do
11:51<JVassie_>yeah
11:51<JVassie_>i see what you mean
11:51<@planetmaker>you might keep the option. But it needs tools or presets to ease the task
11:51<Eddi|zuHause>JVassie_: i was thinking the leader can give some basic goals (like a production queue, or fleet orders), and the individual planets may follow those orders or choose to override them
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11:52<@planetmaker>enough games fail exactly on this point. They scale badly when the player gains power and influence
11:52<JVassie>hmm
11:52<@planetmaker>i.e. the player is not offered the necessary sub-ordinates and consultants
11:52<@planetmaker>i.e. the tools don't grow with the player
11:52<JVassie>see what you mean
11:53<JVassie>though it does depends what 'managing the tier' entails really
11:53<JVassie>as if its just decision making
11:53<JVassie>strategic/tactical planning
11:54<@planetmaker>It doesn't really depend on that, IFF the player can gain influence over more "units" - whatever those units are, planets, single people...
11:54<@planetmaker>and iff he shall be allowed to increase his influence continuously
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11:56<JVassie>a leader is just the person everyone (in theory) elects to follow
11:56<JVassie>so if the leader decides the collective will all send their units somewhere
11:56<JVassie>the leader only has to say that
11:56<JVassie>and move his own units
11:57<Eddi|zuHause>so like the emperor controls his flagship and hopes that his kings follow it?
11:58<JVassie>in essence i guess yes
11:58<Eddi|zuHause>without any way to influence/interfer?
11:58<JVassie>hmm
11:58<Eddi|zuHause>(that kinda makes the distinction between empire and republic irrelevant)
11:58<JVassie>that would mean though that the 'boss' would control all of his underlings units
11:59<@planetmaker>:-) The decision where control is an interesting one. And crucial :-)
11:59<JVassie>and give each of them nothing to do
11:59<Eddi|zuHause>well. the emperor could concentrate on handling the fleet, while the kings concentrate on producing supplies
12:00<Eddi|zuHause>or the empire concentrates on the strategy, the kings controll separate parts of the fleet to meet the strategy, and the dukes concentrate on supplies
12:01<JVassie>that would still mean the dukes handing over control of their units to their king
12:01<Eddi|zuHause>yes
12:01<@planetmaker>yes... it all depends on how many single ships the fleet has and how supplies are produced
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12:01<Eddi|zuHause>dukes would sign over more control to their king than sherrifs would to their governor
12:03<JVassie>well in terms of a 'servers' lifetime
12:03<JVassie>a duke would start with 0 ships
12:03<JVassie>the first ship being a huge milestone
12:03<JVassie>but as time progresses
12:04<JVassie>it would go from 1, to 10s, to 100s, to 1000s, etc
12:04<JVassie>there is in theory no limit, though limits could be imposed through means such as research, skills, technology or the like
12:04<JVassie>or planetary capacity
12:04<JVassie>etc
12:04<Eddi|zuHause>gtg
12:05<JVassie>:(
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12:06<JVassie>further thoughts planetmaker ?
12:07<@planetmaker>not at the moment
12:08<@planetmaker>and I'm not clear about the aim and setting, so... :-)
12:08<JVassie>:)
12:08<JVassie>im enjoying the discussion though
12:08<JVassie>i always tend to think better during than a discussion than on my own
12:09<JVassie>im not gifted very well in the imagination department :x
12:09<@planetmaker>that's the power of the collective
12:10<@planetmaker>it can help also to work out thoughts more clearly
12:10<JVassie>:)
12:10<JVassie>its an interesting concept
12:11<JVassie>giving control of your units over to your leader
12:11<JVassie>it belies trust
12:11<JVassie>which is hopefully the reason you follow them
12:13<@planetmaker>trust usually has to be earned.
12:13<@planetmaker>and has to be of advantage somehow
12:14<@planetmaker>one way would be to give a bonus to multi-player armies in some way
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12:14<JVassie>you mean an army consisting of multiple players fleets
12:14<@planetmaker>yes
12:14<JVassie>controlled by a single person i guess?
12:14<@planetmaker>yes
12:14<JVassie>so a bonus for having a single leader
12:15<@planetmaker>yes
12:15<JVassie>or alternatively/alongside a penalty for multi player fleets with multiple people
12:16<@planetmaker>like in vgaplanets it usually is advantageous if you have an ally and you can remote control his ships
12:16<@planetmaker>as you then have access to other ship designs and his racial ability and the advantage of having the units interact perfectly
12:17<@planetmaker>the latter is otherwise only possible by much e-mail exchange
12:19<JVassie>hmm
12:20<Eddi|zuHause><short intermezzo before i am really gone> imagine it like this: if you as a governor decide to join a republic, you sign an agreement that x% of your military budget (meaning ships and troops) is to be dedicated as "republican army", while the other y% you can control yourself as "national guard"
12:21<JVassie>:)
12:21<JVassie>i like that idea Eddi|zuHause
12:21<JVassie>i suppose it also adds another dimension to the game
12:21<JVassie>stops it being repetitive
12:21<JVassie>though it might hard to give enough 'play time oppurtunity' for a commander or such, even if they have armies at their disposal
12:21<JVassie>hmm
12:21<JVassie>interesting
12:22<JVassie>and i suppose x% and y% would be in a range determined by being in the empire or ferderation or republic chain?
12:22<Eddi|zuHause>yes
12:23<@planetmaker>would make sense
12:23<Eddi|zuHause>the republican army would then be used in global defense/conquering campaigns, and your national guard you can use to suppress piracy and uprisings (e.g. on formerly conquered planets) within your territory
12:24<Eddi|zuHause>a player who got his planet conquered may either choose to join the new empire, or control a rebellion
12:24<Eddi|zuHause></intermezzo>
12:24<JVassie>nice ideas
12:24<JVassie>thanks :)
12:25<JVassie>multiple planets per player might still work then
12:26<JVassie>perhaps tied into what tier you have access to? ie your in a tier 1, which is in a tier 2, which is in a tier 3 would grant you x privilges, whilst also being in a tier 4 would grant you y and z too
12:26<JVassie>though in this case, it gives you access to more planets
12:27<JVassie>through fundng or some such
12:27<JVassie>8shrug*
12:27<JVassie>perhaps the ability to 'colonise' a planet only rests with a tier 2 or higher authority
12:28<JVassie>which again could be tied into sovereignty somehow
12:29<JVassie>ie the 'ownership' of space not just planets
12:29<JVassie>or systems of planets
12:33<krinn>openttd: 1/ do rail station could have a different length ? (i mean half a tile per example) and 2/ what "size" a tile is ?
12:34<@planetmaker>tile is tile
12:34<krinn>nah, wagon can be less than a tile :)
12:34<@planetmaker>stations are always quantized in tile lengths
12:34<krinn>i mean that size
12:34<krinn>ok so station is easy
12:35<@planetmaker>if you know about non-track tiles ;-)
12:35<krinn>oh shit, what's taht ?
12:36<krinn>i mean nobody could (or has made) a station with a half track somewhere in it (so i could assume station = tile*stationsize)
12:36<@planetmaker>yes. But you can't assume that every station tile has tracks
12:37<krinn>and for vehicle, what length is ? a number of pixels?
12:37<krinn>one has made rail station without tracks ?
12:37<@planetmaker>plenty. And no vehicle can drive there
12:37<@planetmaker>do you actually sometimes play the game? :-)
12:37<JVassie>hahah
12:37<krinn>that's newGRF station (i don't know any grf that have that)
12:37<JVassie>:x
12:37<JVassie>MBs newstatiosn was one of the first iirc
12:38<JVassie>*newstations
12:38<@planetmaker>err... then you never used any station newgrf
12:38<JVassie>*blink*
12:38<JVassie>i hope hes joking
12:38*krinn not newGRF fan, too much hard to use them with load that one first, not with that one...
12:39<@planetmaker>you tried the wrong newgrfs ;-)
12:39<krinn>my last try (just now) was one UKRS2 + one that made wagons refitable, and openttd bail out, no matter the order of load
12:40<@planetmaker>ukrs2 makes wagons refittable on its own...
12:40<krinn>but the other made default wagons refitable
12:40<krinn>(and not with stupid prices ^^ )
12:40<@planetmaker>and pikka requires to set some parameter so that his newgrfs work with other same-type newgrfs
12:40<krinn>but it seems i cannot manage to have both load
12:40<@planetmaker>that's an intentional complication on his part
12:41<krinn>must be why i can't play with them :)
12:41<@planetmaker>you can most probably. If you read the parameters of ukrs2
12:41<@planetmaker>and set the proper one
12:41<krinn>using banana, downloading a newgrf to finally put my hands in grease to let it run ? nah
12:41<@planetmaker>give ogfx+trains a shot... no complications, it will on its part work with any ;-)
12:42<krinn>will do, i need some to see AI running with them
12:42<@planetmaker>well, you obviously should get some first-hand experience of what newgrfs actually do...
12:42<krinn>OpenGFX+Trains this one ?
12:42<@planetmaker>yeah
12:43<@planetmaker>it's default trains re-implemented and made refittable
12:43<JVassie>need to summarise all those ideas now :x
12:43<krinn>ah great, as long as i just have to add it and openttd won't complain, it's ok for me
12:43<@planetmaker>most newgrfs work that way: add and you're good
12:43<krinn>planetmaker, about engine size? it's pixel ?
12:44<@planetmaker>add also chips and industrial stations renewal
12:44<@planetmaker>engine size... which size?
12:44<@planetmaker>probably you mean the one in 1/16 of a tile length
12:44<krinn>engine size gave an engine size, but what size is that?
12:44<krinn>oh 1/16 a tile
12:45<@planetmaker>default vehicles and engines are 8/16
12:45<@planetmaker>half a tile
12:45<@planetmaker>vehicles cannot be longer than 8/16. Granularity is 1/16
12:45<krinn>if a train comes in a station too small, no loading may occur ?
12:46<@planetmaker>try it
12:46<@planetmaker>compare time
12:46<krinn>just to know, i'm more woried about the train blocking station signal :)
12:46<krinn>so i need to calc train length vs station length as i was thinking
12:47<krinn>OpenGFX industries add newgrf or industries stuff (like milk...) ?
12:48<krinn>just saw that one, looks fun
12:48<@planetmaker>newgrf and industry stuff are not mutually exclusive
12:48<@planetmaker>and no, it doesn't add new cargos. But it allows you to select industry chains from all climates
12:48<@planetmaker>i.e. you can have all industries concurrently
12:49<krinn>like tropical sawmill or water
12:49<krinn>i like that
13:11<JVassie><JVassie> planetmaker; have shared my current project ideas/features spec with you :)
13:11<JVassie><JVassie> (on googledocs)
13:11<JVassie>dunno if you saw the query
13:12<@planetmaker>yes, I do. Thanks
13:36<@Belugas>that's what she said, 21 years ago
13:37<andythenorth>canals above snowline show temperate sprites
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13:39<@planetmaker>sounds like (new?)grf bug
13:40<@planetmaker>yes. Bug in ttd / openttd.grf
13:40<andythenorth>yes
13:41<@planetmaker>@base 16 10 41
13:41<@DorpsGek>planetmaker: 65
13:42<JVassie>@base over 9000
13:42<@DorpsGek>JVassie: Error: 'over' is not a valid base.
13:43<@planetmaker>actually... it *always* shows temperate canals
13:43<@planetmaker>Did noone ever build canals with the TTD baseset?
13:45<CIA-2>OpenTTD: translators * r22855 /trunk/src/lang/ (dutch.txt greek.txt romanian.txt russian.txt):
13:45<CIA-2>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-2>OpenTTD: dutch - 2 changes by habell
13:45<CIA-2>OpenTTD: greek - 6 changes by kyrm
13:45<CIA-2>OpenTTD: romanian - 2 changes by kkmic
13:45<CIA-2>OpenTTD: russian - 3 changes by Lone_Wolf, perk11
13:49<JVassie>lemme know your thoughts PM :)
13:50<@planetmaker>hm, /me wonders whether George has graphics for rivers for all terrain types and not only temperate
13:50<@planetmaker>errm... for canals. Not rivers
13:51<frosch123>check ttdpatch base graphics
13:51<frosch123>might be possible that ottd < 0.6 dropped the sprites of the other climates, since there was no action7 in the basegraphics
13:52<@planetmaker>hm... why has OpenTTD less? Yes, it'd require action7... actually also action2 in order to decide snow yes/no
13:52<@planetmaker>thus I ponder to add a new action5
13:52<@planetmaker>but wonder also whether that might be... over the top
13:52<George>planetmaker: > me wonders whether George has graphics for canals for all terrain types and not only temperate
13:52<George>Yes
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13:52<frosch123>why a new action5? there is action123
13:53<@planetmaker>frosch123: possibly not idea in base graphics?
13:53<@planetmaker>like openttd.grf
13:53<frosch123>rivers do the same
13:53<@planetmaker>I know.
13:53<@planetmaker>ok, so we use that, I'm fine with it
13:53<frosch123>and action7 is definitely fine
13:53<@planetmaker>yes, action7 is.
13:54<@planetmaker>George: do you have the canal sprites somewhere more convenient than in ttdpatch.grf?
13:54<George>http://george.zernebok.net/temp/canalsw.grf ?
13:55<George>Or you want PSD?
13:55<@planetmaker>I thought just about a graphics file, yes
13:55<@planetmaker>might be more conveniently arranged
13:55<@planetmaker>though... canals.grf might give me all offsets and stuff for free :-)
13:55<Ammler>I would use the grf, else you need to code...
13:56<@planetmaker>and if you'd allow me to incorporate that in openttd.grf
13:56<frosch123>planetmaker: ttdpbase graphics have canals for different climates
13:57<@planetmaker>you mean I should just copy that? :-)
13:57<George>planetmaker: http://george.zernebok.net/temp/canals/ - is it what you want?
13:57<@planetmaker>yup :-)
13:58<JVassie>lol dikes.psd
14:04<@planetmaker>George: the one in ttdpbase.grf are yours, too, right (they look the same)?
14:05<@planetmaker>then I might indeed just copy those and the related code...
14:05<George>Yes
14:05<@planetmaker>thanks a lot :-)
14:06<George>JVassie: dike = "каменная ограда" What's wrong?
14:06<JVassie>english phrase ;)
14:06<JVassie>for lesbian
14:07<George>And how would you call stone wall?
14:07<SmatZ>like, there's a stone wall between you and them?
14:07<@planetmaker>quay ?
14:08<JVassie>stoen wall is a stone wall
14:08<JVassie>*stone
14:08<JVassie>cobbled wall maybe
14:08<JVassie>*shrug*
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14:08<George>my vocabulary says it is dike
14:10<frosch123>so do the grf specs
14:10<George>quay - is a function. What the dike is used for. As I can understand the article in the dictionary
14:11<frosch123>so i guess it is JVassie's fault of being a native speaker :p
14:11<JVassie>http://en.wikipedia.org/wiki/Dike
14:11<JVassie>technically its Dyke for lesbian
14:12<LordAro>evenings
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14:14<Wolf01>hello
14:14<krinn>hi
14:15<@planetmaker>hi LordAro
14:15<@planetmaker>and hi Wolf01
14:15<LordAro>hi planetmaker
14:16<krinn>is a train engine a wagon ?
14:17<@planetmaker>the other way around would be more interesting :-)
14:17<@planetmaker>an engine is a wagon with power. technically
14:17<krinn>french make the diff, locomotive vs wagons
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14:30<LordAro>no one want to comment on http://bugs.openttd.org/task/4617 ? :P
14:31<SmatZ>LordAro: I see the openttd icon in my KDE-based gentoo system
14:31<krinn>it's a request for ubuntu, i have a dollar sign within an orange triangle here
14:31<Eliandor>Eh, I guess using Visual C++ 2010 Express will work fine for contributing to OpenTTD as well, right?
14:32<krinn>smatZ, gentoo rules ;)
14:32<SmatZ>Eliandor: I guess so :)
14:32<SmatZ>krinn: yeah :)
14:32<LordAro>SmatZ: i do too for my own compiled versions, but not for the downloaded-from-openttd.org-versions
14:32<Eliandor>Cheers SmatZ, I'll try that.
14:33<Eliandor>I have to contribute to a community for my school + I've loved OpenTTD for a long time + I want to learn C++ (experienced in C#, PHP, Java) so this will be good :3
14:33<Eliandor>I'll probably ask around what makes sense to help on though, heh.
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14:34<SmatZ>Eliandor: great :)
14:36<@planetmaker>the development forum is a good source of inspiration as is our bug tracker
14:37<SmatZ>LordAro: I would test ubuntu binaries, but I am missing liblzma.*
14:37<Eliandor>Alright planetmaker, I am on the forum / I do visit the bug tracker, but I just can't make sense yet of /how/ I should help (and on what branch... if any)
14:37<krinn>Eliandor, hint hint ! look here : http://www.tt-forums.net/viewtopic.php?f=65&t=56022&sid=fe162e4df163b74520bcee594b972522
14:37<@planetmaker>always work on trunk
14:37<Eliandor>Alright
14:37<Eliandor>I got to write a planning document for my school too, with a small outline of what I could do... I'll work on discovering that first XD
14:38<Eliandor>Thanks krinn, I'm reading that stuff now :)
14:38<@planetmaker>my advise is also to use rather hg than svn as it nicer with patches and has the whole history, but that's a matter of taste mostly
14:38<krinn>this is new feature, so i think it's easier to make your teeth on that
14:38<Eliandor>Oh, right. I finally got used to SVN and GIT, but I guess learning HG won't be so new.
14:39<Eliandor>That's great then krinn, I had been looking for a new thing in the trunk that I can work on (but I found that most dev was on patches/non-trunk stuff atm)
14:39<@planetmaker>newgrf stuff is... quite into the game core :-)
14:39<Eliandor>Yea, I know that, but somehow I overlooked this post. ^.^%
14:40<Eliandor>So is code written for the AIAirport API in the current nightlies? (so I don't have to check out something else?)
14:41<krinn>i think this should be ask to zuu, i'm not sure he create a branch for that
14:41<Eliandor>I also need to get used to working on projects where /a lot/ of others work on... ~_~" it used to be just me and my friend, even GIT sometimes was too much.
14:41<Eliandor>Alright I will, thanks.
14:41<krinn>and i think (current) code from zuu in within the forum thread
14:41<@planetmaker>Eliandor: what about drag&drop terraforming in the scenario editor?
14:41<krinn>and i also think he is the only one working on that
14:42<Eliandor>Okay, I got that as an option too planetmaker, I'm just writing down all kind of stuff now so I can read through it & decide on what to develop later
14:42<@planetmaker>or: giving money to other companies currently works only by giving it to players
14:42<@planetmaker>that's stupid. It's given to companies. Thus that interface could change
14:42<Eliandor>Oh that's good too @_@"" heh.
14:43<@planetmaker>those are both small patches. But good to get into it
14:43<krinn>lol i think Eliandor should take care of what "small patch" is for planetmaker
14:43<@planetmaker>or: from scenario editor: add a menu entry so that one can start the map from within as new game directly
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14:43<Eliandor>The drag&drop thing sounds sort of big to me, but mostly because I wouldn't know where to drag it from (like the copy and paste thing?)
14:44<Eliandor>Hah that last one sounds do-able
14:44<@planetmaker>the drag&drop exists ingame. But not in the scenario editor :-)
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14:45<Eliandor>Oh, alright. Do you mean the lowering terrain by dragging?
14:45<@planetmaker>yes
14:45<krinn>but planetmaker suggest involve yourself only, while my suggest involve zuu too, if he wish, might be better to start with someone working on it too (for advises, tests)
14:46<Eliandor>Alright. I got all four of these suggestions now, I have to do like ~56 hours of work (at least) so I might end up doing more than one thing (depending on how easy/hard it is for me)
14:46<Eliandor>Anyway I'm really charmed by the suggestions already, thanks again :3
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14:47<@planetmaker>need another idea? ;-)
14:47<LordAro>Eliandor: some advice: don't take on a project that you have no idea how to complete :)
14:47*krinn is sure it wouldn't be a good idea to suggest opengl with collision detection
14:47<Eliandor>planetmaker no I'll be fine for now, just gonna look around first
14:47<@planetmaker>add a cheat which allows deleting AI companies
14:47<fjb>Moin
14:48<krinn>lol planetmaker
14:48<Eliandor>LordAro: the goal of this project is to get involved in a community + to learn C++ (for me), so I'll be fine.
14:48<@planetmaker>krinn: no, seriously
14:48<krinn>hit reload?
14:48<@planetmaker>players cannot do that currently w/o console usage
14:48<krinn>or you mean some kind of AI stop?
14:48<@planetmaker>that loads the same AI again
14:48<@planetmaker>yes. the cheat would exercise ai_stop
14:48<krinn>well, i have implement the ai.stop but never seen it use yet
14:49<Eliandor>Hehe, I wrote that down too :3 that sounds pretty easy too.
14:49<@planetmaker>not sure it's the easiest, though :-)
14:49<Eliandor>Is there anything I should know about committing that kind of stuff? Do I just push it again (GIT speaking, don't know what it is in HG)
14:49<@planetmaker>easiest probably is the change of how money is transfered between companies
14:49<Eliandor>I'll just try a few things out :)
14:49<@planetmaker>it's just GUI changes after all
14:49<LordAro>Eliandor: that was my goal too... i think certain people are getting tired of me asking for help :L
14:50<Eliandor>X-D
14:50<krinn>hence the work with a co-pilot suggest
14:51<LordAro>"Eliandor: some advice: don't take on a project that you have no idea how to complete :)" <-- refinement: don't take on a project that primarily involves the 2 aspects of coding you hate the most :)
14:51<Eliandor>It's a good suggestion, I also prefer to work with someone (especially if it's on something new), but well, a few of these things don't sound too bad to do by myself...
14:51<Eliandor>Haha, I love learning, does that count?
14:51<LordAro>for me, chars and pointers
14:51<Eliandor>Oh.
14:52<devilsadvocate>chars are nice
14:52<krinn>hating pointers and working with C is hmmmm, like hating flying for an aviator no?
14:52<Eliandor>I don't really have something in coding I really don't like. Well. Except for being unable to extend a Singleton class (which is completely logical, but it's annoying).
14:52<devilsadvocate>pointers too
14:53<devilsadvocate>pointer arithmatic sucks
14:54<Eliandor>So are the differences between HG, SVN and GIT so big that I shouldn't use GIT?
14:54<pjpe>use whatever you want
14:54<pjpe>it's not like it really matters
14:55<@planetmaker>it's about what you're comfortable with, indeed
14:55<Eliandor>Okido
14:55<@planetmaker>but I learnt that when writing patches a distributed vcs is nicer
14:55<@planetmaker>I can change versions without server access
14:55<devilsadvocate>unless what you're comfotable with is CVS
14:55<devilsadvocate>or VSS
14:56<krinn>and couldn't be resume to use 3 scripts, one to upload, one to commit and one to download (using hg or svn or git) no?
14:56<pjpe>vss
14:56<pjpe>is that the microsoft one?
14:56<devilsadvocate>yeah
14:56<pjpe>i think i've heard nothing but bad things about that
14:56<pjpe>don't know who would use it
14:56<devilsadvocate>its a nightmare
14:56<devilsadvocate>that comes integrated with VS, iirc
14:58<krinn>that's MS story (asp, ie javascript...) always redo like others, but just bad
14:58<krinn>except maybe silverlight, but it would have been really hard to do worst than adobe
14:59<+michi_cc>Eliandor: Personally I use git for all my OpenTTD patches. Only SVN has the disadvantage that you can't create a patch series without additional tools. And frankly, most useful changes need a patch series instead of one big patch if it should be easy to understand and review.
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15:00<Eliandor>Thanks michi_cc, I am going to use git (because I sort of get how it works and am used to making small patch series)
15:00<@planetmaker>that's why I use hg ;-)
15:01<@Terkhen>yeah, if you are going to make lots of patches either one should be fine
15:01<+michi_cc>HG is preferred by some people because it's usage is more similar to SVN than git is, but if you already know git, there's no need to use HG instead.
15:02<krinn>planetmaker, newgrf can change length by cargo type ?
15:02<@planetmaker>yes
15:03<krinn>damnit! i should ask what they cannot do to bug me !
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15:03<Eliandor>So, I'd use vs100.sln, right? (or is there another project file where the trunk is on?)
15:06<+michi_cc>I do wonder if HG is really easier though each time I read about too many heads or strange merges here or in associated channels :p
15:06<+michi_cc>Eliandor: You use the project file that corresponds to your visual studio version. vs100 is 2010.
15:06<Eliandor>Oh, right. I thought it was version 1.x, fail.
15:06<Eliandor>Alright that's great, thanks michi_cc
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15:07<+michi_cc>The trunk git repo is git://git.openttd.org/openttd/trunk.git
15:08<+glx>git on windows is dead slow
15:08<@planetmaker>and git needing packing and so on?
15:09<Eliandor>Uh I got it cloned and everything in nearly no time glx (but I'm not sure whether that's the thing that is slow)
15:09<+michi_cc>I do have a git-svn clone of the whole OpenTTD repo (including all branches and tags) on my site at http://www.icosahedron.de/openttd/git/svn_mirror.git, but for normal development the trunk clone is much preferred.
15:10<+michi_cc>planetmaker: git will automatically pack if needed. Manual packing is only required if you have special needs regarding disk space or high-performance hosting.
15:12<Eliandor>Alright I'm going to make dinner, I'll be back later
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15:30<andythenorth>FIRS 0.7.0-beta1 released :)
15:30-!-Progman [~progman@p57A1A02D.dip.t-dialin.net] has quit [Remote host closed the connection]
15:30<Ammler>#openttdcoop Bouncer fixed, no more mass parts/joins
15:32-!-macee [~macee@dsl54026CFE.pool.t-online.hu] has quit [Quit: macee]
15:33<LordAro>Ammler: :O
15:33<LordAro>;P
15:36*andythenorth does \o/ to other FIRS contributors
15:36<andythenorth>quite an epic conversion to nml
15:36<LordAro>well done, andythenorth :)
15:37<Ammler>thanks LordAro for pushing me :-P
15:37<LordAro>no problem :P
15:37<Ammler>oh, and thanks ^Spike^ for helping me, but he doesn't 100% believe, it is fixed ;-)
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15:43<krinn>can newgrf change an engine size also by to whom it is attach?
15:43<krinn> /s/attach/attach with
15:43-!-burtybob [5c08b10a@ircip2.mibbit.com] has joined #openttd
15:43<krinn>or "just" depending on cargo type
15:44<burtybob>Why would I not be able to buy out a company in single player mode? (It's a save game from an multiplayer game)
15:44<@planetmaker>IIRC they can also change upon a certain wagon being attached
15:45<krinn>what a hell of a feature :(
15:45<@planetmaker>at least wagons can depending on which engine they're attached to
15:45<@planetmaker>not entirely sure about the reverse, but good guess here is "anything goes"
15:46<@planetmaker>thus the only safe way is "build exactly what you want and check"
15:46<krinn>it's impossible to play with that!
15:46<@planetmaker>it's what a player can do only, too
15:46<@planetmaker>no, you see the length of the resulting train
15:46<@planetmaker>but evil newgrf authors can make life a pain
15:46<krinn>yeah, but what if i consider building its length before see it
15:46<@planetmaker>and specs are not really sane in each point
15:47<@planetmaker>krinn: buy engine, attach wagon one by one. Done
15:47<@planetmaker>sell last when you exceed size
15:47<krinn>not if you're trying to balance wagons with two trains
15:47<@planetmaker>"balance"?
15:48<krinn>train length too big: remove wagon and put it in another train: balancing
15:48<@planetmaker>nah. just sell it
15:49<krinn>and then how i can guess where i should buy a new train?
15:49<@planetmaker>in the depot ;-)
15:49<@planetmaker>you see where trains are needed by station rating
15:49<krinn>say i try to find how many wagons i could use because of station size i have
15:49<@planetmaker>if bad: add another train
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15:50<@planetmaker>yes, and?
15:50<@planetmaker>buy a train of that length, done
15:50<@planetmaker>or slightly less. i.e. sell the last wagon, if longer
15:50<krinn>but i would end with say a train with 5 wagons and one with 1 wagon
15:51<krinn>while i'm trying to end with 2 trains with 3 wagons each (balancing)
15:51<LordAro>burtybob: i believe there's a setting somewhere
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15:51<@planetmaker>krinn: just always buy full-length trains. done
15:51<@planetmaker>first buy one train. put it to service.
15:51<@planetmaker>add additional ones, if service is bad
15:52<@planetmaker>add another one always when service is bad
15:52<@planetmaker>(barring service is bad due to jams or alike
15:52<@planetmaker>)
15:52<krinn>but my service could be good while i still need some more trains
15:53<krinn>if my train goes & get back fast he might not have enough wagons to handle the cargo but still servicing is good
15:53<@planetmaker>not really. if you can't handle cargo, your rating will drop
15:53<krinn>not what i seen with big stations
15:54<krinn>the station produce real more cargo than you can handle, but you have enough trains to keep your rating high
15:54<@planetmaker>then make your decision process a combi of rating and waiting cargo...
15:55<krinn>hence why i want balance: having 2 trains with 3 wagons is not the same as 2 with 1 wagon & 5 wagons
15:55<krinn>see what i mean
15:55<@planetmaker>I don't see the problem you have :-)
15:55<krinn>^^
15:56<@planetmaker>you know your max train length. and you know your wagon number
15:56<@planetmaker>so...
15:56<@planetmaker>once you tested you also know how many wagons you can attach
15:56<@planetmaker>without exceeding your station length
15:57<krinn>except if removing a wagon and adding it to the other engine change its length to something different
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15:57<krinn>if i have two different engine puller
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16:01<@planetmaker>well, yes
16:01<@planetmaker>but you always know your length and you know what you should not exceed and... a good guess is the wagon length won't change
16:02<krinn>with newGRF good guess, looks like always endup with bad results
16:03<krinn>but i suppose i could assume the lenght of a wagon, and put a raw cut for each train after all work is done, kinda rought
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16:27<Eliandor>(slow) clap for me, I got everything to compile! =X
16:28<krinn>first step to hell :)
16:28<Eliandor>:)
16:28<LordAro>bet it segfaults :P
16:28<SmatZ>:D
16:29<krinn>i bet on compile fail @ 99%
16:29<Eliandor>I don't know... but I managed to generate a new game and build a train statinon so heh. :X
16:30<Eliandor>I'm pretty happy though, as you said krinn, first step to hell. Now only to write a good plan first so my school agrees with this (they no doubt will though)
16:30<@planetmaker>what's the time frame for that project?
16:30<Eliandor>10 weeks
16:30<Eliandor>56 hours
16:30<Eliandor>2 ec
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16:32<Eliandor>The only real assigment from school is to participate in any kind of open content community. If I wanted to I could count lamp posts in my city and place them on Open Street Map, that's fine too.
16:32<krinn>wonder what they will say if you tell them you help anonymous guys
16:33<LordAro>:)
16:33<@planetmaker>I don't think we're really anonymous
16:33<andythenorth>good night
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16:33<krinn>not us :) anonymous the hacktivist
16:33<Eliandor>Oh :')
16:33<Eliandor>Hah, yea, I wonder too.
16:33<@planetmaker>:-P
16:34<Eliandor>Well they need to approve your plan, so I guess they won't...
16:34<krinn>but it meet your needs :)
16:34<Eliandor>I'm gonna change my name here though so it's the same as on the forums >_> should've done that right away.
16:34<frosch123>hmm, that school thingie sounds familiar. wasn't there a guy last year who wrote an ai for such a project?
16:34<Eliandor>No, I'm not :)
16:34<Eliandor>Oh
16:34<Eliandor>Err.
16:34<Eliandor>Lol, fail @ reading
16:35<LordAro>frosch123: rocketAI?
16:35<Eliandor>There might've been. I read about someone who researched train station placement, but that was over a year ago I think
16:35<@planetmaker>school projects are a recurrent pattern ;-)
16:35<krinn>lol not me, or i miserably fail with the 50hours limit
16:35-!-Eliandor is now known as duizendnegen
16:36<LordAro>duizendnegen: are you sure thats your name on the forums? i've never seen you before :P
16:36<duizendnegen>Lol it's 1009
16:36<duizendnegen>But it rejected that name here
16:36-!-jpx_ [jpx_@a91-156-250-245.elisa-laajakaista.fi] has quit [Ping timeout: 480 seconds]
16:36<duizendnegen>I tent to use 1009 on English-speaking places to avoid confusion
16:36<krinn>try 1OO9 :)
16:36<duizendnegen>tend*
16:36<duizendnegen>Err that might work
16:37<duizendnegen>Nope.
16:37<duizendnegen>Can't start with a number
16:37<duizendnegen>And l009 is... meh.
16:37<TWerkhoven[l]>first char cant be a number
16:37<krinn>eheh lOO9
16:37<TWerkhoven[l]>try i009
16:37<duizendnegen>:D
16:37<TWerkhoven[l]>or that
16:37<krinn>leet
16:37<duizendnegen>loog
16:37<duizendnegen>loog is the new leet?
16:37<@planetmaker>quite
16:37-!-duizendnegen is now known as _1009
16:37<_1009>Yep, this is fine.
16:38-!-frosch123 [~frosch@frnk-590f51ff.pool.mediaWays.net] has quit [Remote host closed the connection]
16:40<LordAro>still can't say i've seen you before :P
16:42<_1009>Well it's not like I spammed the place
16:42<_1009>I reviewed some AIs like two years ago
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17:00<@Terkhen>good night
17:00<krinn>night too
17:00<_1009>G'night everyone.
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17:05<LordAro>night all
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17:33<Wolf01>'night
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17:43<Eddi|zuHause>no, google, i do not want to give you my phone number.
17:43<krinn>trying phonesex Eddi|zuHause :)
17:46*Eddi|zuHause does not want to know how you got that association
17:48<krinn>:)
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18:38<burtybob>Why would I not be able to buy 100% of a company in single player? (It is a save game from a multiplayer game)
18:40<pjpe>check the settings
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18:44<burtybob>I can buy up to and including 75% but I can't buy the last 25% it's greyed out
18:45<Guest7778>http://imageshack.us/photo/my-images/838/bugb.png/ bug
18:46<Sacro>bug?
18:47<burtybob>It's only the companies that used to be run by players, however I already managed to buy one out :/
18:51<Ammler>you can only buy bankrupt companies, afaik
18:52<pjpe>you used to be able to buy shares of company and then own them couldn't you
18:55<burtybob>Yeah in single player you can buy out (aka buy 100%) the companys and I managed it with one ex player company and works fine on the AIs that start up
18:55<burtybob>However I can't buy out explayer companies anymore
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18:58<pjpe>check under advanced settings
18:58<pjpe>what does it say for the buying shares of companies
18:58<pjpe>in the game
18:59<burtybob>It's green and says ": On"
18:59<pjpe>is there something about the max number of shares you can buy?
18:59<burtybob>Not that I have ever seen or heard of
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