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Welcome to the BTPro OpenTTD Community

This community was build around the game: OpenTTD
OpenTTD is an (Free) open source simulation game based upon Transport Tycoon Deluxe


 

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Frank



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Screenshot created 32 Minutes ago on server:
-BTPro.nl- #30 - FIRS APHID's CITYBUILDER - 14000pop|TEMPERATE|1990-GOAL:

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!!! BTPro Client Latest Update: the 18th of Juli 2024 !!!
!!! Current OpenTTD Version: 14.1 !!!

Goto the "BTPro OpenTTD Client Talk" forum to download the client and leave a message if it's working for you



Currently we have 4 Server Operators:

Frank, ST2, Wacko1976, Inscius!

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NOTE:
Admins will act on the basis that ALL players know the game and it's mechanics.
We think that no one goes to an online game without first some practice and know how to play it.
Companies without registered nicknames (as shown in Client List) on it, can be reset without warning!
To learn OpenTTD mechanics, there is a forum/wiki and... a Single Player mode!!
Practice before playing on BTPro, and if you decide to start, READ THE RULES first.


 
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Also do not hesitate to ask us a question in the forums or when you see us online on one of the servers!

Happy Gaming!

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TOPIC:

Adding ghost trains to boost CV 2 months 4 weeks ago #8546

Hi there :)

I haven't played much during last years but recently I hit some CV-servers. For instance, on server #3 the server record is 42 mins for 2024. I see this has been achieved with 162 trains. Now of course I'm getting old and a bit slower :P but ~230 trains per hour doesn't seem realistic on such a small map. Leaving me to think the player has achieved his CV with adding ghost trains at the end of the game?

I thought this was an exploit which is forbidden to use, am I right? If so, how this is checked? And what's my way to go now? I don't want to play unfairly myself, but if I have the feeling the server record has been set with cheating and is not realistic otherwise, there's no point trying to beat it.

I understand checking this rule can be difficult because, how to define an unused train? And then, how should the ingame penalty for an unused train be calculated, if that's even possible at all considering the game mechanics. -- One way would be to just allow for the exploit so everybody is on the same playing field. Perhaps together with capping the number of trains on this server to ~80 or so. The latter removes the space to exploit, because why would one have 20 trains unused then?
The following user(s) said Thank You: Frank

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