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  • ..."frontpage_bar"><div style="float: right;">[[Image|*]]</div>Basic Building Concepts</div> ...ontpage_bar"><div style="float: right;">[[Image|*]]</div>Advanced Building Concepts</div>
    5 KB (618 words) - 07:15, 22 November 2013
  • As a community founded in order to develop concepts for huge train networks in OpenTTD, our networks nowadays are far more comp ...have a server called [[Member Zone|ProZone]], where we build more advanced concepts and network designs.
    3 KB (438 words) - 14:05, 16 December 2012
  • ...o gain further information. They may mention one of the proven [[Gametypes|concepts]] in order to avoid writing down everything anew.
    5 KB (880 words) - 04:15, 15 October 2019
  • ...tions2.png|center|thumb|480px|An early [[Balancing|Loadbalancer]] - recent concepts are far better but this one already improves the balancing somewhat]] ...nts to enter) the signal state is red - and the Sideline-Train chooses the other Mainline-track. A basic [[priorities|priority]] is used to accomplish this.
    6 KB (955 words) - 10:08, 4 December 2013
  • ...gnature/other, use this code (the wiki doesn't allow embedding images from other websites, so just test it out in your signature): At our Public Server, new players have the chance to learn the basic concepts of cooperative gameplay. On this page, you will find a guide for the first
    6 KB (1,059 words) - 20:36, 18 June 2017
  • * The team is working on some whole new concepts for our community - stay tuned!
    4 KB (674 words) - 10:22, 4 December 2013
  • ...a general level, with possible side trips to more advanced techniques and concepts. It is important to understand that everything stated on this page is true ...f, for example, consider a coal mine and a forest are close enough to each other to be covered by a single station: there should still be two separate stati
    8 KB (1,364 words) - 08:51, 4 December 2013
  • ...icate the next pages to explain our ideas with the relevant constructs and concepts. We try to give you an idea of our thinking: in the end you'll be through a ...learn to build parts of the cooperative network of increasing complexity. Other players can help you with what you build and tell you what you've done corr
    3 KB (462 words) - 12:25, 6 November 2013
  • ...nger transport games. It may as well be clever in games implementing cargo concepts. If you grow a city within a border (see '''5.1'''), you ensure that it wil
    1 KB (189 words) - 22:23, 5 August 2012
  • ...rks winning plan was based around growing desert towns. To achieve this 2 concepts were used; Firstly the side line mergers used on the Drop ML, secondly the
    9 KB (1,235 words) - 22:23, 9 May 2013
  • ...s game was a followup to PSG 226. Compared to that game we used a lot more concepts to get a flowing RV network. A completely new one was used in the station s
    9 KB (1,286 words) - 22:07, 9 May 2013
  • ; [[Networking Concepts]] ; [[Station Concepts]]
    4 KB (442 words) - 10:48, 4 December 2013
  • ...green/red) does not only depend on the following signal block, but also on other signals. For details, see the signal-article in the OpenTTD wiki [http://wi ...ith 0 and 1, respectively (this is just a convention, it could be used the other way round as well). With trains and signals, it is possible to build all ba
    7 KB (1,228 words) - 21:16, 27 August 2019
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