Posts by Thom♘


    Console error when I click on cars stock bar at megacity Zagreb

    Happens every time.

    The general schedule assistant which covers all goods of the megacity allows for scheduling. Or switch to centered windows, if you want to see transport rankings as well as do scheduling.

    PTR2 endgame

    Opened megacity screen about 20seconds before the error occurred.

    Error (Train:getMinTrainInfo local pc time: Mon Dec 2 19:46:05 GMT+0000 2019 ) Body:


    params: ["8e7ca399-da31-4a0e-ad1f-17f65dd06967"]

    on PTR2, redeem 3 coins for RP then try to head to the research screen.

    Error (GUI:get local pc time: Mon Nov 25 14:30:01 GMT+0000 2019 ) Body:


    params: []

    PTR2, viewing player list.

    Error (Profile:getProfile local pc time: Sun Nov 24 23:45:13 GMT+0000 2019 ) Body:


    params: ["6ccd5c51-bc79-6143-29f9-3de7b94f56b1"]

    On PTR2, after purchase the Era package.

    I purchased with EH upgrading 9->10, I had remembered to clear out my research points prior to purchase the era package.

    The only potentially unusual aspect is that my internet connection is unreliable here. And there did seem to be an internet glitch around the same time.

    The era package did correctly send EH to 10->11, and filled up research points. Then I think the error came when I tried to switch to the lab screen, or perhaps was when I tried to assign the RPs.


    Error (GUI:get local pc time: Mon Oct 28 14:55:36 GMT+0000 2019 ) Body:

    {"trace":"#0 /var/www/ browsergame\\rpc\\RPCClient->internalSend('http://meta-ptr...', '[\"3811457\"]', true)\n#1 /var/www/ browsergame\\rpc\\RPCClient->send('AccountInterfac...', 'getGoldShopBonu...', Array)\n#2 [internal function]: railnation\\interfaces\\GUIInterface->get()\n#3 /var/www/ call_user_func_array(Array, Array)\n#4 /var/www/ browsergame\\rpc\\RPCServer->handleRequest(Object(browsergame\\rpc\\request\\Flash), Object(browsergame\\rpc\\response\\Flash))\n#5 {main}","line":133,"message":"rpc call failed (rts/cs)","type":"browsergame\\exceptions\\InternalServerError","number":40,"file":"/var/www/"}

    params: []


    As a sitter I tried to change the name of a schedule set. It was a set which I had created as a sitter. I received the attached message.

    A confusing message. I can't work out if the feature is meant to be disallowed. Or if the message is a placeholder saying the code will be implemented some time soon. In either case I think it needs a fix.

    The schedule set name did in fact change!

    Also noting that it wasn't possible to delete a schedule set. Guessing that is as designed? If so, then I think the sitter uneccessarily runs into trouble when maximum schedule sets are reached.



    The console error attached seems to occur for the departure occupancys only.

    Typically after 4 such console errors there's loss of all game functions, requiring relog.

    There's no child window in the centered windows case. Slight text display problem on the column heading for me (resolution 1600x900).



    I started with trains sorted by name rising. Then discovered that the train list sort order is jumbled when on the change production series screen.

    After leaving that screen(without actually changing any train series), on returning to the main train list the sort order was not the correct rising by name sort order.

    - subsequently the main train list sorting can be corrected by sorting to a second sort order then reverting to sort by name rising.



    I'm wondering if some new strategy could be created around Twin citys in SoE.

    The advertised concept for Twin citys is that it promotes partnership. For the two aspects of twinning (free city connection, 20% passenger revenue bonus), here's the current reality: connect to our city for free and be able to plunder our city for transport prestige and run against us in our competitions. The passenger revenue bonus is of little consequence in comparison with the route occupancy variation in base price.

    To be honest I found pretty much zero discussion of Twin citys in the live RN forum, the only comments were around how to use(abuse?) the twinning mechanism for a single player to connect to many citys for free. It seems essentially a dead feature.

    This idea draws somewhat on the USA scenario of adding cargo RG transports to a city together at the end of day. But in this case the addition would be across players which have the city set as Home, and separately across players which have their Home set to any Twin of the city, and a separate third bucket for Others. At the end of each day the three buckets will be totalled and then subject to the following rules:

    In comparison with the sum of the 3 buckets:

    - Home < 40% then no twinning bonus

    - Twin > 40% then no twinning bonus

    - Twin > 20% then +100% twinning bonus

    - Twin > 30% then +200% twinning bonus

    The bonus to be applied to the prestige of all players who have transported cargo RG to the city.

    This bonus scheme sets up various challenges to be overcome:

    - Home players still have to control the city, but can't have the bonus if they completely dominate the city. They'll have to find a way perhaps to give out factory majority to players from a twin city, or a friendship. But then this could create more difficulty when it comes time to level the city.

    - Other players with home set to other citys in the Region have to be careful not to spoil the twinning bonus

    - Other players from other Regions and not twinned will have to decide whether to attempt to spoil the Twinning bonus or not: a question that could come down to wanting to take away Region points(through 0.5% player prestige contributions), or as the Other individual wanting the Twinning bonus for their own transports.

    I'm thinking that if the amount of the bonus and the levels at which the Twinning bonus starts to apply are chosen sufficiently carefully then there could be a whole new strategy layer where Regions have a choice to co-operate with one another.



    I'm wondering if the SoE html5 client hasn't been programmed yet with the appropriate update 4.13.0 - "The prestige received for investments in industries will be reduced". Whereas the server has this reduction in investment prestige.

    I've just logged in to one of the Live flash servers and the client there has only 100 prestige for top investment spot at a level1 warehouse, instead of the 500 we have on a level1 warehouse in PTR html5.



    Es sieht so aus, als ob es einen Fehler gibt, der sich auf die zentrierte Fensteroption für das Lager auswirkt - die Wartezeit wird möglicherweise nicht aktualisiert, wenn sich das Gut ändert? Im ersten Screenshot sehen Sie in der linken Fensterhälfte die korrekten Wartezeiten. Fehler beim Update und auch ein Mehrfachauswahlproblem in der rechten Hälfte.

    Ich füge auch Screenshots der vollständigen Wartezeitberechnung für Eisen und Maschinen bei nicht zentrierter Fensteranzeige hinzu. Hier sehen Sie die Abhängigkeit vom Lagerbestand (Charlotte Iron +4: 01, Charlotte Machinery +00: 00)



    It looks like there is some sort of bug affecting the centered windows option for the warehouse - the wait time not updated on change of good perhaps? In the first screenshot you can see the correct wait times in the left half of the window. Failure to update and also a multi-selection problem in the right half.

    I also attach screenshots of the full wait time calculation for iron and machinery in non-centered windows display option. Here you can see the dependence on stock levels (charlotte iron +4:01, charlotte machinery +00:00)



    There's a bug report on track maintenance at:

    Speed during construction work - Bugs & Errors - Rail Nation Forum

    When I tested this a few days ago this I saw no problems. But testing today with un-serviced elephants I see a problem.

    The screenshot elephant_10X_slower_than_boar was the initial indication - that's with a 94% elephant.

    Narrowing this down:

    Timetable calculator in-game (wait times less than 15secs in each instance), total schedule time:

    94% elephant 1 track = 2:18

    87% elephant 1 track - sorry I overwrote that file, I think it was ok.

    87% elephant 2 track = 29:40

    87% elephant 3 track = 31:03

    I thought I'd tidy the report and service the engines, but was surprised to receive

    100% elephant 1 track = 2:12

    100% elephant 2 track = 3:41

    100% elephant 3 track = 4:53

    These values for the 100% elephant are ok.

    Concluding there's some bad interaction between train condition and the track maintenance. But not exactly sure what interaction, given the 94% elephant was ok on the 1 track, but not ok in the original grain-cattle-leather-landmark. And that the boar seemed to be ok in all instances.


    Hi Lars,

    I'll try to use some different wording to clarify. Perhaps some other players have input here?

    Yes, I agree an absolute value should be shown for the revenue gain, but only if the underlying mechanics are that this absolute value is actually used to calculate the revenue gain.

    However, in your first answer there was indication that the revenue calculation is complicated.

    --"it can happen that the Bonus makes for a large percentage of the base price"

    I understand from that statement that for the same association, and at the same warehouse, there is the possibility of the Bonus being large(for one good), with the concurrent possibility that it could be small (for another good). If so then there is no percentage value which applies to all goods at the warehouse (for the association). In other words there is a percentage value for each individual good.

    I believe the integration calculation used to be very simple. At each instant, for every warehouse, for every association, an integration percentage is calculated. To calculate the Bonus for a particular good, multiply the base price for the current stock level of the good by this integration percentage. All goods used the same percentage, and that's why there is one place at the warehouse where the integration percentage is displayed - (edit) screenshot the percentage applies to all goods.

    Without further information I can only see two possibilities: the mechanics have changed, or a floating (NAN) number is being applied using the original mechanics. The former seems more likely.



    • allGoods.png

      (22.3 kB, downloaded 2 times, last: )

    hi Lars,

    So if the percentage is not a fixed percentage(fixed by the comparison of deliverys and pick-ups of the association), then I can't understand the point of the revenue percentage figure for the warehouse as a whole?

    When the warehouse was first introduced in Europe I specifically asked Support how the integration bonus was calculated. Its different to factorys certainly, but was still retaining the percentage revenue bonus effect. Now it definitely sounds like there has been a game mechanics change.

    If true, can you give indication as to the intention of that game mechanics change? None of my searches through blogs or on the RN forum has come up with anything about this subject.


    hi Lars,

    All of those tracks have been laid for many days.

    The trains weren't boosted.

    I didn't stopwatch the trains moving on the routes: the difference is only of the order of 2seconds for the two different routes, so wouldn't give any confirmation one way or the other since I'd say a stopwatch timing probably isn't accurate to less than 5 seconds.

    Are the routes calculated separately by the client and the server? Or does the server do it all?



    In the warehouse the integration revenue gain is displayed as +NAN%.

    Looking at several examples, the integration gain can range from +12% up to +600% (integration revenue as a percentage of current base price).

    It seems as though the high percentage gains are when the stock level for the good is high, which sort of means there aren't extraordinary gains to be made.

    I can't work out if there has been some deliberate coding change here? Or if the integration premium is floating because of the NAN.



    I have been set as sitter by a player, and I am unable to use cash to halve the city waiting time.

    I have been given a number of premium capabilities by the player, including being able to use a voucher or gold for the halving of the city wait time. And I think the gold usage for halving would succeed (but not wanting to try it).

    I'm assuming that cash usage for halving is allowed while sitting?

    Note also that the invest in industry is set to allowed. And I can successfully invest in industrys.