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  • ...t also because you often want it to look nice. In general the purpose of a city network is to catch as many passengers as possible and transfer them to the {{JunctionaryTableHeader|headline=City Networks <font size="small">([[City Networks|what is that?]])}}
    4 KB (541 words) - 00:39, 16 February 2012

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  • ...he definitive source for cooperative building and design of transportation networks.</div></div> ...[Junctionary_-_Mergers|Mergers]] &bull; [[Junctionary_-_City_Networks|City Networks]] &bull; [[Junctionary_-_Logic_and_Other|Logic and Other]]
    5 KB (618 words) - 07:15, 22 November 2013
  • ...y. Chaos game which ended up as a structured network with some random side-networks. |imagedescription=Slug York, the biggest city on the map}}
    6 KB (751 words) - 05:02, 26 July 2015
  • =City Networks=
    382 B (47 words) - 13:17, 29 September 2011
  • ...me very nice SBahn idea appear in this game and 2 very large cities, Marks city had 800,000 population peaking at arround 900,000 and Thijis had over 1,000 |imagedescription=Rindston, the biggest city in the game.}}
    8 KB (1,179 words) - 22:18, 9 May 2013
  • # Sheer beauty of the constructed networks - [[User:Combuster|Combuster]] 11:51, 11 August 2008 (UTC) '''Reason:''' Large Game with lot's of trains large city's and an good network without a plan
    2 KB (282 words) - 21:55, 28 February 2009
  • ...ing SML-based network. We had primary trains, running on two seperated SML-Networks with a drop at each end of the map and secondary steel and goods trains mak ...mall at Shanghai, situated between the two main traffic lines through the city.}}
    9 KB (1,269 words) - 22:24, 9 May 2013
  • ...he definitive source for cooperative building and design of transportation networks.</div></div> ...[Junctionary - Mergers|Mergers]] &bull; [[Junctionary - City Networks|City Networks]] &bull; [[Junctionary - Logic and Other|Logic and Other]]
    5 KB (641 words) - 01:48, 22 January 2024
  • ...om a number of stations, and then transferring that cargo at an ICE (Inter-City Express) station, where the cargo is loaded onto another train for delivery ...vary greatly. Here are some additional examples of self-regulating SBahn networks:
    7 KB (1,250 words) - 11:10, 4 December 2013
  • |description=The network in this game consisted of two separate networks, short (8 tiles) e-rail trains used one network while 16-tile long maglev t ...tion=A scenario proposed by progman where all cargo should be brought to a city on a remote island. A plan was developed employing advanced techniques like
    8 KB (1,158 words) - 22:19, 9 May 2013
  • ...ication we could end up with two players building two airports in the same city, an unnecessary expense at the only time in the game when money is tight. S ...station to the towns. This practice in generally discouraged in most final networks, but works well for moneymakers. Even small airports works well as it doesn
    3 KB (559 words) - 12:33, 6 November 2013
  • ...X]]. Their purpose is to move the maximal amount of passengers through the city to a transfer hub, preferably using the minimal of space so as to maximise ...e-05-sbahns-and-city-networks/ Advanced Building Revue 05: Sbahns and city networks]
    768 B (110 words) - 07:24, 7 November 2013
  • * Vehicle running costs = Low: yeah, we build networks on the public server. * City council’s attitude towards area restructuring = Permissive: they already
    8 KB (1,437 words) - 19:09, 10 March 2014
  • ...upply networks, from V's crazy TL1 "anthill" (pictured) to less hectic TL5 networks. The total population ended up around 720,000, with over 1100 trains in tot ...interesting task than it might seem. There were various types of delivery networks, but logic based splitters seemed to work best. The game ended with 1200 tr
    12 KB (1,749 words) - 22:10, 9 May 2013
  • ...metro networks emerging. |12|Image:ProZone12.png|A View of one of the busy city stations)}}
    8 KB (1,310 words) - 22:26, 1 September 2012
  • ...chose used steam locomotives for the entire game. There are two separate networks in this game; one for the primary goods taken to factories; the other to de ...rder to fill up the ICE transfer stations. This resulted in many different city network styles being used, some on a smaller and some on a larger scale. Th
    11 KB (1,641 words) - 22:08, 9 May 2013
  • ...t also because you often want it to look nice. In general the purpose of a city network is to catch as many passengers as possible and transfer them to the {{JunctionaryTableHeader|headline=City Networks <font size="small">([[City Networks|what is that?]])}}
    4 KB (541 words) - 00:39, 16 February 2012
  • ...he definitive source for cooperative building and design of transportation networks.</div></div> :[[City Network]]
    4 KB (442 words) - 10:48, 4 December 2013
  • .../advanced-building-revue-05-sbahns-and-city-networks/ #05: SBahns and City Networks]
    2 KB (141 words) - 07:26, 7 November 2013
  • ...ations. ICE is usually based a lot around growing towns and creating local networks for them instead of the ML itself. ====[[Sbahn|City Network / SBahn / Feeders]]====
    5 KB (844 words) - 08:31, 20 July 2018
  • ...plan involving five four-way BBHs. Throw in a plan involving two separate networks - primary and secondary cargo lines. What you get is a massive fun! ...of three cities on the map that featured one long road covering the entire city.. }}
    8 KB (1,156 words) - 18:27, 11 June 2013

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