crossmr

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  • in reply to: Why replace old vehicles? #13879
    crossmr
    Participant

    Actually it’s not subjective. I provided an objective analysis of the game. All the issues with the game can be verified by anyone and see as sub-optimal game play or outright bugs.

    Your response to that is “I play it and like it, therefore it is good”. That is subjective.

    Your lying if you say you haven’t seen inexplicable collisions. Have you never upgraded streets? A station? anything? While the cause of the collision is sometimes evident, the fact that it’s evident doesn’t excuse it, it often reveals further design flaws. You should be able to twin a track at an angle on a riverbank. One track might have the bridge start slightly earlier, or cause the bridge on the other track to expand, etc, but you should be able to do it. I had a situation where I could twin on one side, or the other side of a middle track, but the moment I tried to make it a triple line (a line on each side of the middle track) it would fail. I could delete both, pick one side and the other second one would fail because of “collisions” delete the first one, try the other side suddenly it can be made.

    I don’t find it remotely believable that you’ve played the game as much as you claimed and never once ran into a collision that made no sense or that the “reason” for it was utterly ridiculous.

     

     

    in reply to: Why replace old vehicles? #13874
    crossmr
    Participant

    It could be a good game, but it is not a good game. The bad far outweighs the good. What little good there is (3D, reasonably modern graphics) is dwarfed by all the bad in the game (basically everything else). If the devs would actually work on the gameplay rather than disappear for weeks on end popping up with these tiny patches which really do very little on balance, this could be a great game. It could be an awesome game. There is just too much holding it back.

    What makes up this game?

    1. Economics – balance is completely off and as repeatedly shown it’s much easier to run this game as truck or tram fever than it is train fever.

    2. cargo – useless and poorly thought out. Cities only accept one good which makes modding fairly pointless, all you can do is make some massive chain rather than multiple chains. the randomness of resources and factories only leads to the silliness. not to mention the entire situation of having these lone solitary factories in the middle of nowhere.

    3. passengers – The multiple bugs surrounding these just make them a chore as well.

    4. Roads – inexplicable “collisions” when you try to upgrade, lack of signals, inability to lay road or upgrade over rails.

    5. tracks – inexplicable “collisions” when trying to twin tracks, or the 9000 bridge pillars you need to make a bridge go about 200 meters. no X intersections, no double fork, no 90 degree intersection.

    6. The absolute cluster mess that is upgrading any roads or track. Not only do vehicles teleport for miles around, but any passengers or cargo are also disappeared. Time to upgrade electric on that station? you just lost 100 passengers.

    7. Speaking of upgrading stations, how about actually upgrading stations? Delete a station try to put another in its place? 9 times out of 10 it fails for “collisions”. Even if you try to put back in the exact same station you just deleted.

    8. back to cities: How about city growth? A random jumble of a mess. Zero planning, the only planning by you costs you money and upkeep despite all those houses using it. Makes no sense. If I’m going to build roads and people are going to build on them, I expect some kind of income from that, property tax, something.

    I could keep going, but please, tell us what this games gets so right that it is, on balance, a good game?

     

     

     

    in reply to: Why replace old vehicles? #13852
    crossmr
    Participant

    I’m not talking about OpenTTD. Never really played it and don’t compare anything to it. I’m talking about this game right now.

    Replacing vehicles in this game is poorly done, and combined with poorly thought out economics, it makes it even worse.

    in reply to: Frequency and the 20 min rule #13849
    crossmr
    Participant

    Very interesting thanks for the link @Tossi my assumption was wrong, so are we saying that once a passenger/item journey starts it has to finish no matter how long it takes? Say I stop the train for an hour – providing the origin or destination don’t get demolished in the meantime?

    Very interesting thread. 2 1/2 months ago they acknowledge the bug, apparently even from beta and still can’t fix it. Pretty much the story of this game.

     

    in reply to: Why replace old vehicles? #13848
    crossmr
    Participant

    Yes maintenance increases which will decrease profitability.

    As well speed. People want to travel on fast things. If you have old slow buses in the city a lot of people will opt to drive instead. Creating road traffic and reducing your passenger count.

    You need to use the fastest buses available to encourage people to use their cars less. As far as cargo goes, increased cargo space and speed are the factors. If your old trucks are keeping the route going just fine, keep using them. but if you are setting up new, longer routes or high capacity routes, you need the new trucks.

    As far as that guide goes, it has nothing to do with what is being asked in this thread, however as an aside it really doesn’t help that much as a solution to the problem of replacing vehicles.

    When you use that method you lose all your passengers on the line right now, and you lose all your well spaced vehicles when using that. Replacing vehicles in this game is just mind bogglingly stupid.

    in reply to: Could we keep the 4 lanes one size? #13759
    crossmr
    Participant

    There were two issues

    1. If you change medium roads (which I did) it causes an issue for stations. Medium roads are also a different size, I wanted to change them to match, but that’s a bad idea, I changed them back.

    2. Sometime later, after playing quite awhile I suddenly got a street mismatch and several crashes. I gave up on that game and started a fresh one.

     

    in reply to: Bus route pathing issues #13744
    crossmr
    Participant

    I almost feel like it has something to do with the last update as well. I don’t really recall this problem ever happening before that.

    And whats with the delay on the hotfix for the train/station bug? Any other company messes up something like that, it’s almost an instant hotfix to fix that one glaring bug before they move on to something else.

     

     

    crossmr
    Participant

    Georg, simcity made these calculations 15 years ago, cities in motion makes them now. it shouldn’t be a major issue, if the game was optimized properly, which it isn’t.

    I don’t know if delivering people to the industry is very viable. We already have “work” districts in the city. A single factory out in the middle of nowhere hardly needs that many people, not enough to justify a train and usually too far for a bus.

    Tolls are perfect, it’s what they do in real life. If they need to recoup the cost for a new road, they put a toll. In this case, even though we aren’t the government, when we build a road, we’re paying maintenance on that road. building roads is a losing angle in this game. There is no way to recoup any cost from it at all.

    in reply to: Bus route pathing issues #13694
    crossmr
    Participant

    that sometimes fixed it, other times it made other spots in the route go mixed up

     

    in reply to: Could we keep the 4 lanes one size? #13687
    crossmr
    Participant

    well this has been a disaster, since messing with the streets, frequent crashing. Even one crash popped up a window about “street mismatch” or something like that

    Not worth the trouble for thin roads.

     

     

    crossmr
    Participant

    George, I think what the game needs is the following:

    1. Fares based on distance covered over time (Faster trains, higher fares) , agents who have “income” levels. Richer agents would choose a higher fare if there is a choice between slow/cheap and fast/expensive.

    2. no time limit. Why you say? Agent first evaluates the route by travelling it, if the agent feels it can reach the destination faster by car, it takes their car next time.

    3. Money cost for taking a car: depending on the agents income level if the transport is significantly cheaper than the car, they will take it. If it’s much faster, but more expensive than the car and they are a higher income level they’ll take it.

    4. Parking garages. Higher income agents would drive to train stations and take it from there. They could take a care out on the far side to simulate taking a taxi.

    5. toll roads. We can upgrade roads between cities but there is zero incentive to do so. It costs us money and we get nothing back and potentially damage our transport lines by giving the cars a better faster route. Allow us to add tolls, receive income and have it calculated into the agents decision on which way to go.

    Essentially what we would see with this is a mix of use for services.

    Poor people would often take the bus and train the full length.

    Medium income may or may not take the bus, depending on time/cost and would pretty much always take the train

    Rich people would basically never take the bus and always take the train.

    The decision to take the train may be dependent on service to an area. If there is a direct line going to the city they’d always take it. However if they need to take a scenic roundabout journey to get there, maybe even with a transfer, they’d start weighing time/cost. How they assign these income levels to agents can be arbitrary it’s not really necessary for it to be consistent. Maybe something like 30% poor 50% middle income and 20% rich or something like that.
    It would also make both slow and express trains very viable to run on lines. Poor people would always try to take some cheap option, even if it’s much slower (like an older train)

    I’d also like to see some changes to stations to facilitate this. We should be able to put “middle tracks” in between platforms (PTTP) so that express trains can zip through. Ideally the two way track would run directly through middle, and we could add connections off those to the platforms for the slower trains to stop on. As it is, express trains need to pass somewhere else, or we need to run a line around the station.

    • This reply was modified 9 years, 6 months ago by crossmr.
    in reply to: Could we keep the 4 lanes one size? #13644
    crossmr
    Participant

    This is why I made these.

    No Small Roads & Thinner Large Roads

    This is why I generally stay away from modding. Look fine at the beginning. Everything seemed like a great fix. All that I did was change the width on large and medium roads, but now, I noticed that all my modern bus stations will not allow buses to path to them. The old ones work fine, but when I played a modern new style one, none of the buses can path to it. Any ideas?

    These stations aren’t modded, and I didn’t use the “non small roads” only made the large roads and medium roads thinner.This also happens when they are attached to small streets. So large streets, small street, medium streets, all don’t work. I think it has to do with the little node it creates when it attaches to a road I notice the tram tracks don’t line up with the ones in the station.

    edit: as I expected, when a station is created it uses the “medium road” settings to create the entry node, if it’s made smaller, it won’t match the station. No idea how to edit the station to change what it uses.

    • This reply was modified 9 years, 6 months ago by crossmr.
    • This reply was modified 9 years, 6 months ago by crossmr.
    in reply to: Could we keep the 4 lanes one size? #13598
    crossmr
    Participant

    Collision warning from 2nd picture is coming up because of the Vehicle_Depot.

    Except it wasn’t just that piece. The piece on the right (the other side of the intersection) also couldn’t be upgraded, and the medium road going north in the picture also couldn’t be upgraded. Everything around that intersection (which the depot wasn’t even connected to) couldn’t be upgraded.

    in reply to: Could we keep the 4 lanes one size? #13508
    crossmr
    Participant

    I didn’t use the small roads pack, only the thinner large roads, so no, they are the medium roads that are included with the game.

     

    in reply to: Could we keep the 4 lanes one size? #13503
    crossmr
    Participant

    This is why I made these.

    No Small Roads & Thinner Large Roads

    This is good. After applying it I was able to fix the stupid roads and even upgrade the ones that were stuck. I noticed though that medium upgrades were also a difference size than regular medium roads. 6 vs 8

Viewing 15 posts - 46 through 60 (of 121 total)