assko277

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  • in reply to: Late Game Frustration: Replacing Old Vehicles #21355
    assko277
    Participant

    @pantonyp: I hope you know by now, that there is an automatic replacement tool for each line, where you can set the vehicles to be automatically replaced with a chosen vehicle when they stop at a station/bus/truck stop after a predefined time (25, 50, 100, 200…% lifetime of the vehicle). True, I still would also add a 0% in cases where you receive a new model and you just replaced the vehicle on the line with some old model, but that is a small annoyance.

    Also if there was a possibility where the replacement would be automatically setup by default and you would not have to set it for each line, that would be great, but it is still a great help and if you do it for every new line, and not as me only when the old vehicles start screaming, it is easy.

    in reply to: 4 Suggestions That Might Enhance Gameplay #20560
    assko277
    Participant

    I strongly agree on point 4, adding more goods types for cities. Where a city would really start growing when all the goods types are being delivered. As it is now, you can just hit each city with one goods train and it is done. Having to deliver different kinds of goods for each city will challenge the player to build more complex traffic which in the end is the best fun in this game. Also could add more dynamics into the gameplay as the time moves forward, changing the demand of different kinds of goods across different eras would demand the player to change or remove existing routes and build new ones. For example increasing the demand of oil after the population starts using own cars, etc.

    Also the idea of prolonging the 20 minutes rule for cargo is very attractive as it would make more complicated cargo delivery models viable, like moving cargo from close factories together to one central hub and then delivering it with long trains across the map. It is possible now, but sometimes limited.

    in reply to: Pain of the overall cargo flawed system #18430
    assko277
    Participant

    🙂 it is not flawed, although it could be better. But it works as intended. If your refinery does not pull cargo from the mine from which you are delivering, it means your transportation is wrong.

    The time is of the essence here, if your transportation is not able to deliver the cargo in the fastest way, then it will prefer the walking route. And if I say the transportation time, you need to consider all the waiting times on stations, walking time to station and from the station.

    I am only sad about the growth rate of the production, even if there is a demand, the factories and mines grow only by 1 unit per month. Which is ok when playing from scratch. But when you try to add new refinery to help with delivering goods of a fully topped up refinery, it is painfully slow to catch up a demand of 400+ units.

    But there is one actual flaw. And that is the steel mill production chain. Oil and wood are 1 source unit to 1 goods unit. But steel mill is 2 source units to 1 target unit. Which makes it more profitable to run only steel chains as you have double profit from the 2 lines to feed the steel mill, than you would have from one line you feed oil and wood chains. So if I use oil and wood, it is mostly because I want, not because it is best.

     

     

     

    in reply to: Pain of the overall cargo flawed system #18428
    assko277
    Participant

    Hi,

    it is not right that it doesn’t work. I made exactly the same setup. I had like 9 cities pulling goods from a steel mill when I realized, the demand is around 700 units of goods, and the steel mill producing only 400. So I did the same, started feeding oil to a nearby oil refinery and started delivering goods from oil refinery to the station near the steel mill, as I had a crazy rail network from that refinery to all the cities.

    At first I was disappointed and thought that it will not work, but in time, the oil refinery started producing and was delivering nice amounts of goods into the steel mill station.

    But yeah, it was slow progress. That is a problem with train fever, every change in the cargo market has a sloooooooooooow progress. So it is not very flexible, but in time, even distribution centers work. Of course, you need to calculate with the time limit and have this setup when you got fast trains.

    in reply to: Map generator – future wishes #17132
    assko277
    Participant

    I wonder if a bigger map would really cause performance issues, if the number of towns and industries remained the same. We would have more space between towns, which will be a problem due to the 20 minutes limit, but I am struggling sometimes to fit some complex rail-junctions between cities, especially without X junctions possible. So I would welcome some more space between cities, would even be more realistic.

    in reply to: Cargo demand question #16305
    assko277
    Participant

    Hi Jozef,

    There is nothing like Oil Goods or Iron+Coal Goods. There is only one type of goods. Are you supplying the same city from two factories? If yes, I think the problem is, that the city takes goods from the factory that has a better (faster) transport route. The production of the factory will be booked by the city, as you can see in the details tab of the factory window, and you need to wait till the factory will build up the production to meet the demand. That takes a few years. Unfortunately, the time taken to transport something takes precedence over everything else, even above demand, so even if the factory will take 10 years to fill the demand of the city, it will still be favored instead of pulling goods from two factories.

    The best way to go, is to transport goods from one factory to maybe 4 cities, then next factory to next 4 cities. In time, the cities will grow along with the production of the factories and after some time, you will find that your factories are at the production cap 400 and the cities want more goods, that is the time to pull in next factories and transport goods from them to these cities.

    But you need to keep an eye on them, in my last game, I was supplying 9 cities from one factory and after some time, the demand on the factory was about 900, but it can produce only 400, so I had to pull in the next factory that is growing very slow.

    Edit:

    I would love to see different kinds of goods, where cities would need every type to grow in full speed. That would surely add to the realism and more complicated routes would be needed.

    • This reply was modified 9 years, 2 months ago by assko277.
    in reply to: Suggestions/Fixes #15918
    assko277
    Participant

    Hey,

    in other thread: http://www.train-fever.com/forums/topic/train-age-yet-another-bug/

    the issue with the “Train x is old” message that looks like to be based on the age of the oldest part of the train leads to a useful UI change:

    Show the details of each car of a train in the train window to see the separate age, maintenance cost etc. for each wagon and locomotive.

    in reply to: Train age, yet another bug #15917
    assko277
    Participant

    Well the aging and related maintenance costs for each separate vehicle is a feature. But the interface is lacking in this, a train should have a screen with data for each car in it, as it was in Transport Tycoon if I remember. But there the train age was determined only based on the loco age I think.

    But it is hard to decide what is good, on one side, the loco is the most expensive part of the train, so it might be better to show the train age based on the locos age, but on the other side, you could end with a train with new loco and old wagons that will add unnecessary running costs and you would not see that if the age was determined based on the locos age.

    So yes, the interface needs lot of changes. It can be especially painful, if the whole train will be replaced using automatic replacer bc of one stupid old wagon, but that is very unlikely scenario i would say :).

    I personally use only the automatic replacer to make almost any changes to my trains. Well, at least in my current game where I have around 2,5 billion, so I do not care about the price. Only thing I am caring for is the flow of the goods :).

    in reply to: Train age, yet another bug #15911
    assko277
    Participant

    Yeah, we can agree that the interface of the game is weak in some areas. And after introducing the automatic replacement, it is more effective to just make any adjustments to trains using that functionality and it will replace the whole train. But ofc. can be quite expensive, especially in the early game. But on the other hand, you don’t risk loosing production bc you sent a train to depot thus weakening the frequency.

    Yeah, the game sure has some issues that make players life a bit harder, but it’s mostly fun overcoming these difficulties.

    in reply to: Train age, yet another bug #15909
    assko277
    Participant

    I believe it is a feature rather than a bug. You need to pay maintenance for each wagon and with increasing age, it is rising. Therefore if you will use a train with old cars, you will get appropriately higher running costs. So it is just logical that you are informed that the train is old, as you are paying higher running costs for some parts of that train.

    in reply to: Factory on prod cap holding demand of cities?? #15767
    assko277
    Participant

    Ok, so maybe if I actually spent the time in the game instead of writing this post, I would notice that the first factory allocated demand is going down, slowly. 😀 I guess the second factory just can’t go up fast enough. So in time, very long time :(, it will catch up.

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