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OpenTTD 1.11

openttd.org

21–30 of 59 posts

Re: OpenTTD 1.11

#21
It's hard to put into words what I think this game really excels at. I've played this game since it was launched as Transport Tycoon in 1994. Nothing else has anywhere near that kind of longevity for me, and I don't limit this to games either.

Of course I use all kinds of "mods" now to enhance the gameplay - notably JGR's Pack[1] - mostly for the programmable signals and similar extensions, but the core game is mostly the same.

Simply brilliant. It deserves some kind of award/title/recognition for it's.. je ne sais quois.

[1]: https://github.com/JGRennison/OpenTTD-patches

Re: OpenTTD 1.11

#22
post #16

I got into OpenTTD when I realized that it was a major source of inspiration for Factorio. Some notes: * OpenTTD is more "purely" about transportation. While Factorio has very good train-logic (block-signals vs chain-signals), OpenTTD has bridges, tunnels, terrain modifications, basic signals, path-based signals, entry/exit signals and more. OpenTTD Trains slow down going up hills and around turns: meaning optimal tr…

> You cannot control the placement of primary industries or cities in OpenTTD. Please excuse the minor nitpick of your excellent comment, but there is actually an option for founding new towns in OpenTTD: https://wiki.openttd.org/en/Archive/Manual/Settings/Advanced...

I've discovered that the most fun way to play is by turning industries off and sending only mail/passengers. Industries give far too many opportinities to earn big, but towns are small, and grow only when you drive people around, eventually growing to extraordinary sizes. (best trick is to serve the whole town with just one station, made by sprawling an airport with bus-truck stations and extending it to cover as much town area as possible.

Re: OpenTTD 1.11

#24
post #23

Is there a tutorial to learn how to play this?

1. Create a small airport in the two largest, and furthest away cities on the map. EDIT: Larger cities have more passengers / mail. You're also paid per mile, so the further away it is, the more profit you make.

2. Buy an aircraft, and send them to deliver passengers/mail between the two large and far away cities.

3. As long as this aircraft doesn't crash, you're now set to mess around at your own pace. It delivers a solid amount of cash. If the aircraft crashes (bad luck), either restart the game, or take out a loan for a 2nd aircraft.

Re: OpenTTD 1.11

#26
post #23

Is there a tutorial to learn how to play this?

1. Create a small airport in the two largest, and furthest away cities on the map. EDIT: Larger cities have more passengers / mail. You're also paid per mile, so the further away it is, the more profit you make. 2. Buy an aircraft, and send them to deliver passengers/mail between the two large and far away cities. 3. As long as this aircraft doesn't crash, you're now set to mess around at your own pace. It delivers a…

as a note they went some way to resolving the unbalance nature of aircraft by applying a penalty multiplier

though it's still extremely profitable, vs. say the infrastructure costs of railways

Re: OpenTTD 1.11

#28
post #7

there is also openRA https://www.openra.net/ "OpenRA is an open source project that recreates and modernizes classic real time strategy games, like Red Alert, Command & Conquer, and Dune 2000."

Awesome! I remember the small but vibrant modding community that sprung up around Tiberian Sun, which came out just as people were getting online. And then, a few years later, Glest. There were so many mods and factions for Glest!

Annihilated.com was a major early community for me

Re: OpenTTD 1.11

#29
Great game. Picked the original Transport Tycoon up as a kid back around 2000. However I've been following OpenTTD since my teens and now recently started playing online when time permits. This is a no-frills game and is a lot of fun in multiplayer mode.

Re: OpenTTD 1.11

#30
post #12

See also: SimuTrans, a game written from the ground up with direct inspiration from TTD. OpenTTD on the other hand was originally a decompiled/refactored TTD, but that parity was achieved way back in the late 2000s and since then it has gained many more features that the original TTD never had. https://www.simutrans.com/en/ https://web.archive.org/web/20101031184339/http://www.funkel...

To add to your comment: Widelands is amazing too. A settlers 2 clone/remake/inspired.

https://www.widelands.org/

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