Log for #openttd on 16th January 2018:
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11:03:40  <Samu> 7 SimpleAI v12           - bankrupt 03-2027
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11:46:11  <Khang> hello
11:46:30  <Samu> hi
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13:21:55  <Samu> how do i move a player from a company to another when two companies merge?
13:23:01  <Samu> i'm getting NULL socket
13:23:03  <Samu> what is it
13:23:33  <LordAro> a bug, probably
13:24:34  <Samu> im trying to move the clients from the old_owner to the company that buys them out
13:26:05  <Samu> who's a network expert
13:27:05  <Samu> i'm a non dedicated server and my company is bought by another player
13:27:19  <Samu> what do I have to do in the code to move myself to the other company
13:27:32  <peter1138> Technically you've lost.
13:27:55  <peter1138> I thought buying out companies wasn't meant to work in multiplayer.
13:28:20  <Samu> I wanted to do that
13:31:08  <Samu> oh, i actually did this successfully
13:31:16  <Samu> apparently the problem is another
13:32:16  <Samu> I'm a client and my company is bought by another company
13:32:40  <Samu> 	if (client_id == CLIENT_ID_SERVER) { 		SetLocalCompany(company_id); 	} else { 		NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id); 		/* When the company isn't authorized we can't move them yet. */ 		if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return; 		cs->SendMove(client_id, company_id); 	}
13:33:04  <Samu> what's a NetworkClientSocket?, it was NULL
13:33:08  <Samu> and crashed
13:42:34  <Samu> if the company is passworded... bah...
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13:45:40  <peter1138> Usually when you buy a company you get rid of the management...
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14:33:34  <supermop_work_> yo
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14:58:23  <Samu> ClientNetworkGameSocketHandler::my_client was nullptr.
14:58:28  <Samu> HALP
15:00:58  <Samu>  * Ask the server to move us.
15:01:11  <Samu> I am the server
15:01:26  <Samu> do i still have to ask the server to move myself?
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15:10:33  <peter1138> There is no socket because it's not a network connection.
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15:24:13  <Samu> ClientNetworkGameSocketHandler::my_client was nullptr.
15:24:17  <Samu> i'm stuck on this
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15:25:23  <peter1138> Well.
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15:42:25  <Samu> I am a non_dedicated server playing as company 1 and company 2 bankrupts
15:42:37  <Samu> buy company 2, move players from company 2 to company 1
15:43:28  <Samu> I am a non_dedicated server playing as company 2 and company 1 buys me
15:43:55  <Samu> I am a client playing as company 1 and company 2 bankrupts
15:44:14  <Samu> I am a client playing as company 2 and company 1 buys me
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15:47:54  <Samu> I am a non_dedicated server playing as company 1 and client on company 2 buys me -> success!
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15:49:50  <Samu> I am a non_dedicated server playing as company 2 and client on company 2 is bought by me -> success!
15:49:56  <Samu> on company 1 i mean
15:50:09  <Samu> I am a non_dedicated server playing as company 2 and client on company 1 is bought by me -> success!
15:52:04  <supermop_work_> if i buy a company from player who bankrupted it, why would i want those player ruining my company
15:52:22  <supermop_work_> also what if my company has a password
15:52:53  <supermop_work_> and i buy company, now those players are on my company without needing the password
15:53:29  <Samu> I don't even get the thing working
15:56:45  <Samu> I am a client playing as company 2 and non_dedicated server on company 1 is bought by me -> fail!
15:57:08  <Samu> assert(IsLocalCompany());
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16:08:03  <Samu> so, the non_dedicated server on company 1 doesn't crash, and the client of company 2 is moved to spectator on the non_dedicated server part, but on the client part, I get a crash
16:08:54  <Samu> server then reports connection lost soon after
16:08:58  <Samu> of client
16:09:57  <Samu> uh wait a min, this is so confusing
16:11:07  <Samu> server was moved to spectator
16:11:32  <Samu> client crashed, didn't move at all
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16:12:33  <Samu> client gets connection lost
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16:13:23  <Samu> okay, so the problem is... server player should have moved to company 2, not to spectator
16:14:02  <Samu> and the client player should not crash
16:14:16  <Samu> and stay on company 2, it was the one who bought the server player company
16:15:47  <Samu> hi alberth, are u a network expert? :(
16:16:14  <Alberth> in MP games, nope
16:16:53  <Samu> so im trying to create a patch that makes players join other companies when bought out
16:17:25  <Alberth> sounds complicated
16:17:38  <Alberth> but no idea if that's possible
16:18:32  <Samu> when I'm a client, i need to RequestMove to the server
16:18:40  <Samu> and i fail there
16:18:47  <Samu> when I'm a server, apparently i got it working already
16:19:53  <peter1138> Pretty sure, as supermop_work_ says. It's a bad idea.
16:20:00  <peter1138> There's a reason it's not possible at the moment :p
16:20:49  <peter1138> A well-established company could just buy-out all the opposition.
16:21:24  <Samu> i would only make it happen when the company is being offered
16:21:34  <Samu> which is when it's bankrupting :p
16:23:05  <Samu> I'd probably need to create a "consent" company setting
16:23:11  <Samu> for every company
16:23:35  <Samu> but that's something I would do later, first I want this network stuff to work
16:34:35  <Alberth> so with 2 companies, when you get bought out, you transfer to the company buying you?
16:34:44  <Alberth> sounds like fun :p
16:35:27  <Samu> both companies would need to have this "consent" setting enabled
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16:36:20  <LordAro> peter1138: regardless, the client shouldn't crash
16:37:09  <Alberth> anyone buying you would be silly to have that flag enabled
16:37:11  <peter1138> LordAro, afaik it doesn't, samu's patched it.
16:37:46  <Samu> buying out via bankrupty, not via shares
16:37:55  <Samu> i am not doing it for the shares
16:38:39  <__ln__> *bankruptcy
16:40:06  <Samu> how do you move a client into a company when you're not the server?
16:40:52  <Samu> is it via rcon stuff? i never ever experimented rcon
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16:57:30  <Samu>
16:57:49  <Samu> when i click yes, what needs to be done...
16:59:10  <Samu>
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17:06:15  <Samu>
17:06:23  <Samu>
17:06:31  <Samu> so far, so good
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17:10:49  <Samu>
17:10:52  <Samu> crash
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17:12:22  <Samu> server should have moved to Rich company
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17:24:04  <Samu> why am i not getting a crash now... hmmm i suck at this
17:30:39  <Samu> I don't understand
17:30:45  <Samu> suddenly, it works
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17:31:03  <Samu> why?!... i didn't do anything
17:32:06  <Samu> i must have missed something
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17:48:30  <Samu> i can't reproduce the issue on debug_x64
17:48:36  <Samu> but it happens on release_x64
17:48:38  <Samu> whyy
17:48:55  <Alberth> undefined behavior
17:49:25  <Alberth> some things you shouldn't do, but the compiler won't warn you
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17:49:47  <Alberth> instead, it may or may not work, in various circumstances
17:50:19  <Alberth> eg the compiler may break it due to optimizations, or perhaps in your case, by not doing optimizations
17:57:13  <LordAro> undefined behaviour is great fun
17:57:21  <Spookyneedles> #2018banprivatethinking 666=cool
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18:26:03  <Samu> 	if (_networking) { 		if (_network_server && Company::IsValidHumanID(new_owner)) { 			NetworkClientsToCompany(old_owner, new_owner); 		} else { 			NetworkClientsToSpectators(old_owner); 		} 	}
18:28:17  <Samu> hmm bad
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18:29:22  <andythenorth> o/
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18:38:40  <Samu> okay, let's try the release_x64 now
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18:45:26  <Samu> yay, seems to work now
18:45:45  <DorpsGek> Commit by translators :: r27964 trunk/src/lang/spanish_MX.txt (2018-01-16 19:45:39 +0100 )
18:45:46  <DorpsGek> -Update from Eints:
18:45:47  <DorpsGek> spanish (mexican): 10 changes by Absay
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18:58:10  <Samu> this is what I have for now
18:58:11  <Samu>
18:58:32  <Samu> am I missing something obvious, or does it seem fine?
18:58:50  <Samu> i tested, and it seems to be working
18:58:57  <Samu> but, no expert here
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19:08:43  <Wolf01> o/
19:09:52  <frosch123> moo
19:11:23  <Wolf01> apt-get moo
19:11:32  <Wolf01> Wrong terminal :D
19:12:53  <frosch123> emerge moo
19:15:07  <Wolf01> XD
19:15:44  <andythenorth> hi frosch123
19:16:00  <andythenorth> Wolf01: is it NRT?  Or sleeps?
19:16:34  <Wolf01> Could reason on NRT
19:27:26  <Samu> i dont understand this network thing yet... apparently I'm not sending packets to the client, but the client still moves to the correct company... where in the code does this move happen?
19:28:11  <Samu> the client must be receiving something from the server... but where
19:41:13  <Wolf01> So what would you want me to do, andythenorth?
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19:41:43  <andythenorth> dunno, what's left? :)
19:41:44  <andythenorth> town crap?
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19:42:08  <andythenorth> 1. fail game start if no ROAD compatible type
19:42:16  <andythenorth> 2. allow some over-building stuff
19:42:17  <Wolf01> Town crap, some stuff on the "can build infrastructure" branchù
19:42:58  * andythenorth looks
19:43:38  <andythenorth> ok to merge road-and-tram-types into that?
19:44:00  <Wolf01> Try
19:44:18  <andythenorth> pushed
19:45:01  <Wolf01> Bah, I failed a SPAD :(
19:46:12  <andythenorth> ?
19:46:27  <Wolf01> Tainz
19:46:36  <Wolf01> Fuck, again
19:46:50  <Wolf01> I'm too fast
19:49:26  * andythenorth tanks
19:49:49  <Wolf01> Trainz != OTTD
19:50:24  <Wolf01> Trains won't stop at signals like crashing into a wall
19:50:36  <andythenorth> branch compiled after merge
19:50:38  <andythenorth> 'probably fine'
19:50:41  <Wolf01> Good
19:50:50  <andythenorth> can't figure out how to read the specific commits in github ;P
19:51:08  <andythenorth> bitbucket has a branch visualisation view
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19:54:28  <Wolf01> Mmmh I don't remember what can-build-vehicle-infrastructure breaks, but it sure fixes the scenario editor road tools
19:55:05  <Wolf01> I remember some "that function does not have enough checks"
19:55:30  <Wolf01> Ok, it breaks the ability to build tram ingame
19:58:50  <Eddi|zuHause>  <Wolf01> Bah, I failed a SPAD :( <-- you mean like you failed to pass a red signal? :p
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19:59:29  <Wolf01> I SPAD, then I failed :P
20:05:30  <Samu> which command is this?
20:05:31  <Samu> 224460861
20:05:51  <Samu> how do i translate, must find out CmdCommand
20:09:59  <andythenorth> Wolf01: seems
20:10:38  <Wolf01> Yes
20:10:46  <Samu> aha, got it
20:11:14  <Samu> 0x00007ff6f530f4a0 "CmdBuyCompany"
20:11:48  <Wolf01> I have a link saved on bookmarks to do that, because GitHub doesn't like to make it available on the UI
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20:29:47  <Wolf01> Mmmh, I can't understand my code
20:34:52  <Wolf01> I think I just inverted the parameters of HasPowerOnRoad()
20:36:46  <ST2> andythenorth: so it appears only a display glitch with FIRS 3.0.3 - nothing harmfull :)
20:37:00  <andythenorth> yeah, but not sure why
20:37:03  <andythenorth> and can't repro it
20:38:17  <Wolf01> frosch123: HasPowerOnRoad(), it looks like it wants engine_rtid and tile_rtid, but the names are misleading IMHO, what do you think?
20:38:38  <Alberth> andythenorth:  git show <revision>
20:38:55  <Alberth> bye
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20:40:07  <Wolf01>
20:41:28  <Wolf01> Even the RoadConvertCost() uses it both ways, I'm tempted to do the same
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20:53:52  <Wolf01> andythenorth: pushed a fix, it there aren't any other downsides then it could be stable, but I won't put my hand on fire
20:54:14  <andythenorth> :)
20:54:29  <andythenorth> ok maybe problem for tomorrow :)
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21:26:51  <andythenorth> hi Snail
21:29:05  <supermop_work_> replying to months old post in my thread...
21:46:01  <Wolf01> supermop_work_, what it was the problem about the missing pole?
21:46:12  <supermop_work_> embarassing
21:46:16  <Wolf01> :D
21:46:33  <supermop_work_> i was cropping the sprite in nml too much
21:48:02  <Wolf01> So in the other tiles it worked because it was the one of the next tile?
21:53:41  <Wolf01> Do you know what I find strange? The U turn is short on the top tiles
21:54:41  <supermop_work_> i don't like the Us that much
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22:18:28  <Wolf01> 'night
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22:25:00  <Samu> if (Company::IsValidHumanID(new_owner) && Company::Get(new_owner)->settings.merge_players && Company::Get(old_owner)->settings.merge_players)
22:25:03  <Samu> pretty
22:25:13  <Samu> merge_players is a bool
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22:32:42  <Samu> Consent to move players between companies during takeovers
22:32:46  <Samu> On or Off
22:33:13  <Samu> is this enough english or can it be better?
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22:33:49  <Samu> supermop_work_:
22:33:52  <Samu> hay
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22:34:02  <Samu> who's english enough?
22:34:15  <supermop_work_> i am not a horse, so i do not eat hay
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22:34:36  <Samu> is that english good?
22:34:56  <Samu> Consent to move players between companies during takeovers: On/Off
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22:35:54  <Samu> it's a company setting. If both companies have it enabled and a company buys the other, the players merge to the new company
22:36:35  <Samu> if one of the companies have it disabled, only the company infrastructure is merged, the players move to spectators
22:36:57  <Samu> the players of the bought out company, that is
22:38:15  <Samu> peter1138: do u english?
22:39:27  <supermop_work_> what does the setting do? it is asking your consent?
22:40:02  <Samu> no, it's previously set, under company settings
22:40:14  <Samu> it's defaulted to disabled
22:40:58  <supermop_work_> why not just 'move players to purchasing company when bought out"?
22:41:15  <Samu>
22:41:39  <Samu> because it requires both companies, the bought out and the buyer to have the setting enabled
22:41:41  <supermop_work_> i wonder though
22:41:51  <Samu> both need to consent
22:41:58  <supermop_work_> why?
22:42:07  <supermop_work_> only the purchaser should care
22:42:08  <Samu> because I say so, lol
22:42:24  <Samu> the guy that is bought might not like it
22:42:29  <supermop_work_> if the bankrupt player doesn't want to move he can leave the company
22:42:57  <ST2> the company that got bought was because manager was incompetent - I don't see a reason to consent anything ^^
22:43:05  <supermop_work_> likewise, the game alreay allows players to move - they can just join the company
22:43:24  <supermop_work_> if the buyer allows them to have the pw
22:43:34  <ST2> exactly
22:43:38  <Samu> i can't think of a better way to prevent abuse :(
22:43:47  <ST2> imo, the game already has the features needed for it
22:43:52  <supermop_work_> yes
22:44:28  <supermop_work_> if i buy your company i replace you as the boss
22:44:44  <supermop_work_> you are welcome to apply for a new job as my assistant
22:45:23  <ST2> yup
22:45:35  <ST2> saw it already several times on our servers
22:45:37  <supermop_work_> but i would not have a policy in place at my company that all failed executives automatically get a seat on the board without case by case approval
22:45:48  <m3henry> Technically, If I buy your company off your bank because your bank took it away from you and is now selling it
22:46:14  <supermop_work_> yes, so the bank likely already fired the management
22:46:29  <Samu> I just wanted english halp :(
22:46:49  <ST2> and some of we helped in english ^^
22:46:58  <m3henry> hang on
22:47:07  <m3henry> wording does not imply bankruptcy
22:47:29  <Samu> bad wording then
22:47:31  <supermop_work_> m3henry: you can only buy human companies that are bankrupt
22:47:49  <m3henry> Then is not takeover
22:47:51  <Samu> it's about a company buying out another when it's offered (because otherwise it would bankrupt)
22:47:56  <supermop_work_> game doesn't let you buy out solvent player companies
22:48:16  <Samu> it's a bail out?
22:48:19  <Samu> buy out?
22:48:25  <supermop_work_> 'move players to purchasing company at liquidation'
22:48:37  <m3henry> asset liquidation, yes
22:49:28  <supermop_work_> it's a liquidation - the creditors have seized the company from the operators due to a default on their loans
22:49:32  <Samu> but the criteria is that both require the setting enabled for the move to happen :(
22:49:42  <supermop_work_> and now the creditors are liquidating it
22:50:02  <Samu> player move*
22:50:09  <m3henry> the new owners can then offer to employ the old management
22:50:14  <supermop_work_> Samu: let's pretend that you work at a small factory
22:51:04  <supermop_work_> would you demand in your contract that if the factory is sold, that you be fired instead of made an offer to work at the new company?
22:51:31  <Samu> uhm... this is a game :(
22:51:41  <supermop_work_> but that's the thing,
22:51:59  <Samu> because i could just start a new company right away
22:52:50  <supermop_work_> so you disable the setting to save a few seconds that it takes to leave a company?
22:52:53  <Samu> I would prefer to work at the new company, in real life
22:53:11  <Samu> in a game... not always
22:54:24  <supermop_work_> currently in game, the few players that want to move can ask to join new company
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22:54:45  <supermop_work_> and otherwise are free to start a new company
22:55:16  <supermop_work_> that feels efficient, as it let's the buyer decide case by case who to let in
22:55:52  <supermop_work_> no need to move afk players or maybe a player who was causing trouble
22:56:47  <Samu> requires social skills :(
22:56:53  <Samu> but i see your point
22:58:14  <Samu> so it's a pointless feature
22:58:44  <Samu> just wanted to make this a bit automated
22:59:00  <supermop_work_> i get it, there is a potential use case,
22:59:21  <Samu> maybe i got myself too hyped about it
22:59:32  <supermop_work_> but i think for most players, most of the time, it will not be used, and the current method isn't that much harder
22:59:54  <supermop_work_> but what is odd to me is the handshake aspect
23:00:07  <supermop_work_> of requiring both parties to agree
23:00:15  <m3henry> TBH I'm just looking forward to the compile farm fully supporting C++11
23:01:19  <supermop_work_> because the argument for not allowing from the bankrupt side is like the opposite argument of the argument for the automation
23:01:45  <supermop_work_> adding a setting just to shift those few seconds of time from one case to the other
23:02:23  <Samu> if the company that is bought out got 50 players, they would all be moved
23:02:27  <Samu> meh...
23:02:32  <supermop_work_> if the game allowed buy-outs of actually solvent companies, then i think the move player setting becomes more interesting
23:02:48  <supermop_work_> but should probably be a server setting in that case
23:03:57  <Samu> does that means buying the other via 100% shares?
23:04:05  <supermop_work_> yes
23:04:15  <supermop_work_> which is not yet possible
23:04:41  <Samu> I wonder why
23:04:48  <Samu> seems possible to code it
23:04:59  <Samu> or at least I think so
23:05:03  <m3henry> It would
23:05:16  <supermop_work_> because it is trivially easy for one company to have enough money to buy every newer company
23:05:32  <Samu> ah
23:05:32  <supermop_work_> so no one could every really play
23:06:00  <supermop_work_> there is no anti-trust commission in the game to break up big companies and force competition
23:06:28  <supermop_work_> if a server has been running for 10 years when i join,
23:06:53  <supermop_work_> a company that is 10 years old probably has enough money to buy my company 100 times
23:06:56  <Samu> ok, I will make the handshake not required from the bought out side
23:07:46  <supermop_work_> the game would need a mechanism for selling shares  to raise funds rather than just buying shares
23:08:35  <Samu> 	if (_networking) { 		if (Company::IsValidHumanID(new_owner) && Company::Get(new_owner)->settings.merge_players) { 			/* Move clients to the new company */ 			NetworkClientsToCompany(old_owner, new_owner); 		} else { 			/* Make spectators of clients connected to that company */ 			NetworkClientsToSpectators(old_owner); 		}
23:08:39  <supermop_work_> and then the game becomes a crude stock market simulator where it is too easy to manipulate share value to print money, without actually add much fun to the game
23:09:09  <m3henry> One thing I'd like to do is make loans just an overdraft
23:10:03  <supermop_work_> maybe a mechanism to raise money case by case from other players
23:11:18  <supermop_work_> also ofc a bank may want to lend you 1 Billion to build a new subway, but would refuse to lend you even 1 Million to pay for certain payroll costs
23:11:47  <Samu> 'move players to purchasing company at liquidation'
23:11:56  <supermop_work_> because if you can't meet your operating costs without a loan you are a risk, but
23:12:07  <m3henry> That's something a proper company valuation function can achieve
23:12:34  <supermop_work_> a major capital investment makes you a better investment
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23:12:39  <Eddi|zuHause> there's a really evil side effect of staying at max loan all the time, because when you spend all your cash constantly, every new month will get you in the negative with monthly payments. if you do that three quarters in a row, it will declare you bankrupt even though you make enough money
23:13:44  <supermop_work_> m3henry: the problem is making 'realistic company valuations' align with 'make the game fun and approachable'
23:14:37  <m3henry> I'm thinking of a pure asset valuation function
23:14:47  <supermop_work_> Eddi|zuHause: of course, especiallly as the initial loan is 'start up capital' it makes more sense for the interest to be paid out like dividends of profit
23:15:19  <m3henry> currently only stations + airports + vehicles = valuation
23:15:33  <m3henry> the company owns far more than this though
23:15:51  <supermop_work_> brb
23:19:41  <Samu> STR_CONFIG_SETTING_MERGE_PLAYERS_HELPTEXT                       :Enable to move all players from the offered company to the current company when accepting offer.
23:19:56  <Samu> STR_CONFIG_SETTING_MERGE_PLAYERS                                :Move players to purchasing company at liquidation: {STRING2}
23:20:26  <Samu> accepting buyout offer?
23:21:08  <Samu>
23:21:32  <Samu> Do you want to purchace Poor Company for £1? No / Yes
23:22:06  <Samu> it's not a take-over anymore, right?
23:22:47  *** Wormnest has quit IRC
23:24:28  <Samu> when accepting a take-over offer
23:30:33  <Samu> darn bugsss
23:31:55  <Samu> take a look
23:31:56  <Samu>
23:32:18  <Samu> nevermind, it's not bugged, i'm dumb
23:32:42  <Samu> the setting is disabled on the poor company, but enalbed on the rich company
23:33:06  <Samu> when the rich purchases the poor company, the poor player moves to the rich company, which has it enabled
23:33:39  <Samu> seems to be fine
23:35:12  <Eddi|zuHause> why would kwin_x11 use 200% CPU?
23:37:09  <Samu> now there's the issue of password
23:37:25  *** Gja has quit IRC
23:37:42  <Samu> meh, i have no time to think about it
23:37:46  <Samu> gonna just post this
23:50:15  <Samu>
23:53:34  <Samu> leave your comments even if it's pointless :(
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