christiansok

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  • in reply to: How to setup a cargo line (video) #6982
    christiansok
    Participant

    I would not advice to do so in early stage, cause will have a hard time doing profit. Later when production is higher this will work very well.

    I’ve had success starting with a cargo train line versus a passenger one. I had a good close network of supplies, production and a city to consume the goods so it worked out well. It most cases where it is more widespread it may not be best to start with a cargo line.

    in reply to: City development speed too LOW #6212
    christiansok
    Participant

    I don’t think the city sizes are realistic by any stretch but if the game does truly treat every citizen as an agent with destinations then I think the populations are plenty large enough. Any larger (and on larger maps with more cities) and you’ll probably be slowed down trying to process all that information.

     

    Altering the population numbers to make them an arbitrarily larger number and actually adding that many more agents in the towns are two different things. I don’t think the game could handle the latter. Just my 2 cents.

    Edit: My main town that is connected to three other towns on a small map went from a population of 200-300 to 600 by the year 1900. According to the charts tab on the city info box the most well connected city I had grew really fast, exponential, while the cities with only one connection grew slowly and linearly.

    • This reply was modified 9 years, 7 months ago by christiansok.
    in reply to: Release Impressions #4833
    christiansok
    Participant

    I stopped reading after the  ”250MB Savegames” complaint. Really? You can have a 1Tb disk (which is 4000 save games) for 50 euros and THAT’s your number one complaint? It’s an inconvenience at most.

    While I don’t personally have this problem I don’t think we can dismiss this issue. There are people who use a smaller SSD, say 250 to 500 GB, along with a larger secondary drive and since they cannot choose the save directory or disable autosaving the save file sizes have become an issue.

    From what I’ve read on the steam community forums there may be a work around to this but I think this needs the developers attention. Currently the game will retain 10 autosaves per map and will autosave each year. A large map save file is 250 MB. So it isn’t unreasonable to think that someone may have 3 separate large maps, played for 10 years+ resulting in a total of 30 auto saved games. This is 7.5 GB of auto saved games, totally neglecting any manual saves. Is that really acceptable when the game itself was what, roughly 2.5 GB??

    Like I said I don’t have this issue but I can’t see why people are dismissing it so easily.

    • This reply was modified 9 years, 7 months ago by christiansok.
    in reply to: Creating a new cargo route #4827
    christiansok
    Participant

    If it takes longer than 20 minutes for the coal and the iron mine to deliver their ores to the steel mill by themselves, they don’t deliver it. So it can happen, that an iron mine produces nothing even in the 2000′s.You can start it up though, because I have this case in my game.

    This is an important thing I’ve noticed. The industry’s production is determined by the demand. They won’t just keep producing if the cargo isn’t going anywhere. So like in the case Azrael mentioned if the iron mine doesn’t have a buyer it won’t just produce and stock pile it, it will just sit there producing nothing at all until it can send it’s materials to a buyer (steel mill) within 20 minutes of travel time (be that walking, bus, rail or a combination of all three). It is really a ‘pull’ system, not a ‘push’ system like you may expect.

    • This reply was modified 9 years, 7 months ago by christiansok.
    • This reply was modified 9 years, 7 months ago by christiansok.
    in reply to: Bug? constructing in pieces cheaper than all at once #4822
    christiansok
    Participant

    I agree with Neldot. Track laying would work much better if the approval check box before building was after laying multiple segments rather than approving and building each one before moving on to the next.

    While getting the hang of track building I end up bulldozing and rebuilding a lot which leaves lots of modified terrain left over (embankments or ditches) which look bad and can be a hassle later.

    in reply to: Bug? constructing in pieces cheaper than all at once #4793
    christiansok
    Participant

    I’ve found that constructing track in smaller pieces hugs the contours of the ground better requiring much less removal/build up of ground to support the tracks. If this is the case in your example then that would make sense as moving all the earth costs a lot more money than just laying track on the ground level.

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