PublicServer:Archive - Hall of Fame
From #openttdcoop wiki
work in progress / V453000
Here follow records from our games. We generally have only a few categories for that - train count, world population, produced cargo and client count. As OpenTTD is a very complex game, you simply cannot express the awesome of many games just by numbers or stats. Those games are under the Other category, but please note that pretty much all of our games were awesome in some way so take that category a bit lightly.
Contents
Train Count
The total amount of trains in any of our games is always a factor, and it often speaks of how big the network is. Obviously sometimes trains are easier to obtain than in other cases. Those cases are usually separated from the "main" record such as logic games with tons of logic trains or passenger games with feeder trains. We also distinguish the games by the place where they were played - the public server or pro zone. As smaller maps do not have exactly linear comparison for train counts, they have their own category as you can see by using the @records command in irc channels where Webster lives.
512*512
Pro Zone Game 21 - 3000 trains Despite the poor acceleration of AsiaStars, we expanded the huge organic network for so long until it could hold the final amount of trains. This game was continued from psg245 and we reached a total amount of 10 Spartan train divisions.
Pro Zone Game 5 - 2522 trains A high train count plan by design, this game has reached some gigantic about of trains and it took years to beat the record that this game set.
Public Server Game 219 - 2666 trains
Although on the first sight this map was created with High water amount settings, the remaining pieces of land were apparently capable of holding incredible amount of trains.
Public Server Game 201 - 2553 trains In this passenger game we reached a staggering number of trains. As in any other feeder game, the train count was rather easy to reach so this game is not a huge achievement train count record-wise.
Public Server Game 186 - 2001 trains Refit game, well accelerating AL10 trains, and a lot of madness. This is the recipe for 2k trains on a 512x512 map.
Public Server Game 180 - 3000 trains This game was truly insane as it not only had an insane amount of trains, but also because 750 of those trains were logic trains. Due to that we obviously cannot value the train count record as highly.
Public Server Game 131 - 2000 trains This map does not exactly fall into the standard map size category, but it is one of the old records we had and we do not even play that large maps nowadays. (with exceptions)
256*256
Public Server Game 216 - 1800 trains With the same network layout as Pro Zone Game 5, we tried how big network can we make on smaller map. The outcome was rather insane with 6 Spartas of trains.
Pro Zone Game 17 - 900 trains We just started a random game to have fun, made an interesting plan with secondary trains fully loading at both ends, and expanded until we reached 3 Spartas. (3x300)
Public Server Game 157 - 973 trains An insane passenger game covered by mostly towns, so the train count was easy to reach.
Public Server Game 130 - 788 trains A simple network plan, and rails everywhere where ML was supposed to be.
Single cargo type output
The total production of one cargo is typically a goal for boost games, eventually the value itself is the latest record. Usually the secondary cargo is not transported as the aim is only to produce it.
Pro Zone Game 13 - 200,169 crates per month With testing the timed SML we came to absolutely extreme results, reaching double production of goods than the previous record.
Public Server Game 176 - 100,000 crates per month A rather simple game without any special idea, just making SML to one big drop, reaching slightly higher values than psg121.
Public Server Game 121 - 100,000 crates per month The first large-scale attempt of Self Regulating NetWork ended up more than interesting, breaking the 100,000 goods crates produced per month.
World Population
Despite being a clear number, this record is a bit subjective and/or easy to cheat. In most of our older games we used to have high population counts, but did not transport the people well and nowadays the record also includes a gentleman's agreement to provide solid service to the towns. Solid service means transporting a good percentage of the total passengers produced. The specific limit is set within game plans usually, but 50% is the least acceptable value, 70% is solid, 80% is great and 90+% is barely possible.
Public Server Game 201 - 6,150,671 things Exactly 100 public server games after the last record, we had to "fix" it. Not only we pretty much exactly doubled the previously reached world population, but we also did so by servicing all of the towns properly. Only a few spots on the map remained unpopulated.
Public Server Game 101 - 3,075,319 things Somehow, this passenger game let towns grow into extreme sizes, while transporting only miserable portion of the passengers produced. Still, created a world population record at it's time.
Client Count
While not a building-related value, we also note how many clients are connected in the game at the same time. Unfortuntately the savegames do not include that value so we only know the latest record.
Public Server Game 214 - 26 clients A creative network plan, free design of sidelines and an evening when many people had a free moment to come on our server. Resulting in mass activity of 26 clients at the same time.