January 26, 2015 at 22:01 #16368coujouParticipant
- scenery: mainly desert and green mountains, inspired by Denver (Colorado) region
- new trains, trams, trucks and busses
- no licensed company logos
- new buildings
- new industries
- new train stations
- menu: option to toggle on/off vehicles / models
- american styled signals
- big performance patch coming in the next few weeks: better performance in late game and with “ned-of-month-caclulations”
- modding capabilities for train stations in length and width
- better European scenery
- UI will not be changed by Urban Games, may be able to mod at later point in time
- open doors on correct side of train only
- modders may create own “DLC” mod packages
- activate and deactivate mods or mod packages (like US DLC) in game
- save games will remember needed mods and automatically activate them if possible
- modding capabilities for industry end products (add different types of goods to be transported into cities)
- modding capabilities for track speeds.
on to-do list / may or may not be integrated at some point in time / ideas from the community (random order):
- new vehicle buy window: sort vehicles by categories and repaints
- catenary for tram tracks
- overlay showing track speeds for already constructed tracks / streets
- slip switch
- larger maps (as soon as performance is fixed and maybe only for 64 bit systems)
- better collision resolution while building tracks / fewer collisions when building bridges
- height map importer
- free definition of (multiple) entry/connection points to/from buildings (train stations with multiple street connectors etc)
more ideas from the community / less likely to be included by Urban Games (random order):
- more models for private transport / persons
- standard gauge tram tracks
- avenue with tram tracks in center
- map editor
- train stations with integrated bus stops
- modular train stations
- streets over tracks (may not be possible due to technical limitations)
Definitely no implementation in Train Fever 1:
January 26, 2015 at 23:52 #16372AnonymousInactive
- day and night cycle
- change of weather
- mixed passenger and goods stations
- underground stations
- switches on bridges or in tunnels
- traffic lights
- planning tool for track building
avenue with tram tracks in center is very important to implement. almost all cities with trams have trams in the middle of avenues or in the middle of the streets. there is almost no city in this world with tram tracks on each side of the road. avenues can ease the massive car queues but need space. they would need a little bit bigger space than 4 lane road. Also highways have avenues with fence in the middle, not on the sides.
Please implement this. Important. You have chosen trams, then please finish their design. Maybe the tram-tracks could be more flexible so that the tramtracks goes in the middle of the street?January 27, 2015 at 00:43 #16378isidoroParticipant
What about one-way roads? Nice to design in-town traffic flow…January 27, 2015 at 02:46 #16382simonmdParticipant
My only comment I feel like making is that it a MAJOR omission to say they are deff’ not having mixed stations in TF1. They claim to have made a transport simulator, especially focusing on the EARLY days of railways and there was not a single line that was built in the 19th century that didn’t have mixed traffic…. FACT.
It has always felt wrong to me to have a branch line in the 1800s and not be able to drop off a few packages as well as my passenger traffic but I always thought “well, I’m sure they’ll get round to it eventually”. Apparently not.January 27, 2015 at 07:06 #16385olahaldorParticipant
Great list of things to come. 🙂
Here’s to hoping they will add height map import!
January 27, 2015 at 10:08 #16390gcamponoParticipant
Well, I am very happy we would get a performance patch, collisions, multi-entrance stations and modding possibilities.
However, I am quite sad that the developers mostly focus on gimmicks (according to me) like tram catenary and door openings and not on more important things like (in order of importance for me):
– passing of time (years pass too rapidly, which results in less time to enjoy the different eras and a wild fluctuation of financial results)
– better economic information about lines (e.g. occupancy, travel time etc.), industries, cities. It would be nice to have other overlays such as line profitability, vehicle profitabilty, city growth, percentage of city demands fulfilled, more info about people using or not using the transport and their destinations
– road over rail
– timetables (a way of evenly spacing of vehicles would suffice)
– multiplayer (I must admit I enjoy the game as it is, but it rapidly wears out but multiplayer or AI competition would give a much more interesting twist).January 27, 2015 at 10:45 #16398
What about a detailed “Manual” for the game ?
I want some explanation on :
– how an industry building work (all the number in the “Detail” tab have no explanation). I think they always go for the farthest goods but I’m not sure.
– how a residential building work (all the number in the “Detail” tab have no explanation). What means Quality ? How is it calculated ?
– how a leisure building work, how a commercial building work ?
And so on… A management game need some good information.January 27, 2015 at 11:06 #16400
Also If you can show the radius of a bus stop on screen like in cities in Motion.January 27, 2015 at 14:36 #16409
And also renaming truck stock, big bus stop, train station, … You’ve to rename both the stop and the flag. Can you link them so I don’t have to rename my facilities twice.January 28, 2015 at 01:43 #16421isidoroParticipant
@Xcenty: radii of bus stops don’t make sense in Train Fever because there isn’t such a limitation. A passenger can use any stop as long as the whole time he is travelling is less than 20 minutes (including walking time to the station).January 28, 2015 at 03:27 #16423
@isidoro Ok, no problem. Where did you get this 20 minutes travel time ? Is it from trusted source ?January 28, 2015 at 10:22 #16429Norfolk_ChrisParticipant
There are two more things that I would like to see added to the game; in order of importance:
- A additional slower time/speed setting.
- Separate tram tracks that are not on road and look like conventional train tracks.
I don’t think either of these would be difficult to implement.January 28, 2015 at 11:06 #16430vinkandoiParticipant
Excited about the new terrain and new indsutries.
Also the user ability to make dlcs is nice. Performance is the most important thing though.
Best wishes to urban teamJanuary 28, 2015 at 12:41 #16432medopuParticipant
Nothing revolutionary as it seems…apparently. Just new stuff and new looks and modding capabilities.
Don’t know how to feel about this.
The preformance patch better be good!January 28, 2015 at 17:29 #16437
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