The RedKing

Home Forums Behind the scenes #4 – Sales, distribution, piracy and marketing

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 32 total)
  • Author
    Posts
  • in reply to: What are the Experience Points even for? #12118
    The RedKing
    Participant

    I agree with Joshbm. I realy think the game just needed to get released, although it wasn’t finished yet. I got the feeling that only the must-haves were implemented so the game could be released.

    What we can see now, is that they continue finishing the game for us:

    1. First tackle all crashes so every customer can at least play the game
    2. Then add some critical functions to have a completely working gameplay
    3. Concentrate on the performance so customers can play longer and smoother
    4. Add features to make playing more fun and upgrade the game in general.

    The fourth step will continue for as long as they get new customers and/or generate enough income by DLC I guess. Or until they start a new project…..

    At least, this is the way I would do it (other than perhaps not releasing the game so early if this was only half possible)

    in reply to: Passengers / Freight Networks #12115
    The RedKing
    Participant

    The most profitable seems to be the lines which connect 2 cities only. So on a circle track between cities like A-B-C-D-A, add lines for A-B, B-C, C-D and D-A.

    I usually run 2 trains on each line first. It will take a while before they get profit, so if you’re low on cash, do not add all trains at once as it will cost you 😉

    I still didn’t get to a point where I felt I could add a line from A-C and/or B-D because of the lag in the game (also the reason I build this configuration multiple times as I just needed to start a new game). As this problem has mostly been solved, I’m getting there now. I’ll let you know my experience.

    The real cash-cows are tram/bus lines between cities. You can add many, many trams and/or buses and they will make you millions. I use this to make money first for building the tracks and stations. Then I start with the train-lines, replacing the tram/bus connections. I think you eventually need to replace them, as the lines become to crowded and the cities to busy to handle all of this road-traffic. It also seems to make sense, doesn’t it?

    in reply to: greetings to all #12114
    The RedKing
    Participant

    Hi Darkdaz

    in reply to: Performance improvement suggestion: Routes #12113
    The RedKing
    Participant

    The performance issue regarding changing the infrastructure seems to have been addressed. It’s not perfect yet, but much, much better. So I’d like to thank the dev-team for this.

    Regarding the issue thief mentioned, I experience this as well. I noticed that (only?) trams sometimes make a loop at a stop for no apparent reason. A stop is located on both sides of the road, and they are grouped. But still the tram seems to prefer the stop on the left-side of the road.

    I sometimes just remove the left-side stops to prevent this. But this is not always desirable if you have a 2nd line running the other way passing the same stop.

    The turning trams may cause gridlocks and drop the freq. of the line dramatically.

    Adding the possibility to “pin the route” would indeed be nice but perhaps this is solved by the way-point system.

    I do not think this will solve the turning of the trams, as the shown route does not indicate any turning, but seems to run smoothly from A to B to C. Still the tram loops at B. I suspect an issue with the grouping of the stops. Or perhaps we don’t understand this concept well enough?

    in reply to: Dutch Translations wrong #11976
    The RedKing
    Participant

    Another minor detail: the cityname Maestricht is wrong. Should be Maastricht, double a.

    in reply to: Platform length and interference #11975
    The RedKing
    Participant

    True, sorry for that. I meant to say I agree with yout ideas but my frustration got the better of me I gues.

    in reply to: comfort functions #11968
    The RedKing
    Participant

    True, vehicles go to the nearest stop first. They also go to the nearest depot when given the command.

    • This reply was modified 9 years, 6 months ago by The RedKing.
    in reply to: Post edit #11831
    The RedKing
    Participant

    I see the edit button at the right corner at first. Is seems grayed-out but is works. Then indeed, after a while, it’s gone. But, I see it now on the right-side, above the original post, in the title.

    in reply to: Platform length and interference #11725
    The RedKing
    Participant

    Above anything else, performance should be improved. The game becomes unplayable now, which makes users stop playing at all. Furthermore, potential buyers could get scared off by all the remarks about this in the forums.

    I like the above ideas, but this won’t enable me to keep playing.

    I still have full confidence in the DEV-team but time is ticking.

    in reply to: Passenger trains #11650
    The RedKing
    Participant

    – Industries will only produce, when there is a demand.

    – Demand is created by adding a line between a goods producing industry and a town.

    – only then the industry will create a demand by itself for raw materials

    – Make sure you feed this industry with these materials.

    – Industries will produce more if you transport the goods to multiple towns.

    For the passengers, be sure to:

    – Create some type of means for people to get to the station (by placing a busstop at your station, running from residential areas)

    – Make sure there is something to go to in the town (by creating a busline from the station to industry-, leisure- or Comercial areas).

    – Let the line(s) run for a while, like 2 to 3 years

    The game is all about creating complete chains.

    in reply to: [BUG] – can't bulldoze tunnels and rails #11649
    The RedKing
    Participant

    Hi there,

    try to place signals to the sections which can’t be destroyed. This seems to change the ‘state’ of the track after which you can destroy it again.

    If the section is to small, extend it again with extra track. Then place signals on this track.

    This works for me every time. Play around with the signals, trying different locations if it doesn’t seem to work immediately.

    I didn’t encounter an undestroyable tunnel yet, but perhaps this will work as well. You need to extend the entrance and/or exit then, as no signals can be placed inside the tunnels.

    Also, read this http://www.train-fever.com/forums/topic/track-demo-bugs/.

    Hope this helps!

    in reply to: Best way for bus/tram routes? #11330
    The RedKing
    Participant

    “Also, far into the game the bus stations (bot medium and large) lose their appeal. As they are capped at 27 and 30 respectively per line, if you train drops 200 people then you may lose as many as 85% of them. “

    This can be solved:

    Create a small loop-road at your Trainstation. Now place NORMAL busstops on this road, one for every line going there. Make sure this road is long enough and all passengers will wait at these normal stops! The number is then only limited by the space on the sidewalk.

    in reply to: How to know current level of difficulty #11328
    The RedKing
    Participant
    The RedKing
    Participant

    +1 for me as well. I read this somewhere before as well

    in reply to: Passengers / Freight Networks #11326
    The RedKing
    Participant

    Well, I’m not sure I understand correctly, but this is what I try to do.

    On a small map, it is usually possible to create some kind of ring-track. This (double) track connects all cities together.

    Then, I just connect every industry I need to this ring, and create side-tracks for freight-stations at the cities.

    Now I have only one track which all trains use, passengers and freight.

    The challenge in this, is to place all your signals correct to prevent blockings between trains. But this is totally possible! I love to see lot’s of trains using the same tracks, switching tracks a lot, etc.

    One downside is, you need to choose your trains carefully. Mostly based on their max. speed. Else the freight trains could end up delaying the passengers trains. But I try to solve some of this now by adding side-tracks here and there.

    Also, sometimes a passenger-train suddenly chooses to use a freight-track. Usually, because this route is slightly shorter than the ring-route. Could be solved using way-point so I hope they will be added sometime. Now I usually move the connection-points of this freight track, which normally resolves this.

    Hope this gives you ideas

Viewing 15 posts - 16 through 30 (of 32 total)