douglas

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

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  • douglas
    Participant

    I’m talking about Cities in Motion. It didn’t sell 500K. Was a modest game, just like TF.

    I bet you will keep buying anything they do, as long as its good. Same goes for numerous players of CiM 1 and 2, treating to not buy a game from CO ever ever, and just jumped in pre-order of CSL.
    Its hard for small developers.

    in reply to: How long is too long? #17957
    douglas
    Participant

    That is the problem then. If my routes must obey the 20 minute rule I need to know that as well, not only frequency. I already don’t know the walking time, if the travel time is also hidden, the whole thing is a huge guess. This rule should be moddable.

    in reply to: How long is too long? #17946
    douglas
    Participant

    I find it impossible to satisfy the freight demand for towns on a map that do not have complete production chains located nearby.  Bringing in a commodity from a distance any further than the distance to the next town is impossible due to transport time exceeding the 20min rule.  High frequency dedicated freight line do not work over longer distances, even with high frequency service.

    That is for me the biggest problem of this game, along with cargo/passengers disappearing along the trip and performance.

    That is because if I make routes shorter than what I already have I can easily use trucks, no need to train.

     

    Maybe you should read my Tutorials [Advanced] Train Fever + CargoMod Part 1 and 2 in total 140 pages.

     

    If you are talking about the same guide I’m thinking, its all in German. Can’t read german.

    If goods needs to be less than 5 minutes, I stop playing this game today. This is ridiculous. A route with trains with 5 min frequency means very short routes and very short trains, maximum 6 wagons (RRT2 all over again).

    in reply to: Permission to record videos of Train Fever #17929
    douglas
    Participant

    Interesting question. I know all Paradox games are allowed to be monetized. Considering the amount of TrainFever gameplays out there, I think you are allowed to monetize them.

    in reply to: Train Fever Interactive Guide #17928
    douglas
    Participant

    Hi,

    1) When you set a signal to one-way it means the trains are forbidden to cross the signal in the opposite direction.

    I usually don’t use one-way signals, as using two normal signals, one in each track will automatically make the path finding goes one direction and back another direction. One-way is only if you really want to forbid a train coming the opposite direction. Kind of useless with waypoints.
    Sometimes the train ignores the path when you send it to depot for example. In this case, one-way signals are useful.

    2) Yes exactly. If you have more trains is wise to divide in more blocks. The smallest blocks will allow more and more train, stopping and waiting less.
    Problem with too many signals is that it doesn’t avoid trains being too close to one another, which is case of passengers is a big problem. Signals help to sync trains, to make them for far apart and thus more synchronized.

    in reply to: Who use trains for cargo? #17927
    douglas
    Participant

    That’s not true at all. Douglas. I routinely have cargo trains stop at more than one drop-off point. My biggest one was a goods train that picked up and went to three different cities. It did not unload 100% at each city.

    This doesn’t work at all. I tried and it doesn’t work. All goods cargo are unload in the first city, that already have a lot more than it needs, and the other 2 cities stay empty.

    Also its so sad that cargo get lost in the middle of the track. A bug since launch, never addressed.

    in reply to: Train Fever Interactive Guide #17920
    douglas
    Participant

    The signals in TF are perfect. I see no reason for dozens types of signals like TTD have. I can do anything I want with the current signals. Its simple to use, the guide also have a section for signals, did u read?

    in reply to: Train Fever Interactive Guide #17916
    douglas
    Participant

    Hi Mvek,

    Trains don’t go where its free, they have a defined path. If you want to change their path use waypoints not signals. Signals are only to avoid a crash (or in this case, avoid trains being stuck facing each other).

    Unfortunately the rail network part of the guide will probably never come. Because since today I never being able to create a huge network due to lost of saved game each time the game update. That has being fixed with the new system mod, and now I finally have a big complex network. Problem now is that the performance is so bad I have no motivation to play. I can only put the camera facing down and zoomed in. Otherwise the game freeze. And I have a computer with specs to play GTA V.
    I can’t grow my network like this. All I did was connect all cities in the map and make 1 route to deliver goods in 5 towns. That’s it, now unplayable.

    douglas
    Participant

    For me the only problem of Train Fever is performance.

    Colossal Order also had the same problem with CiM 1. They developed their own engine, great graphics, good modding support etc, but horrible performance.
    I wish Urban Games would have learned with their mistake.

    Please don’t try to re-invent the wheel, use Unity or something. If TF 2 could do the same with better performance would be amazing.

    in reply to: [MOD] Cargo Mod (made by Gwinda) #17795
    douglas
    Participant

    You should ready the Train Fever Interactive Guide to understand the basics.
    Industries ONLY produce when there is demand. If industries are not linked with cities, they produce nothing. If they are not linked with suppliers, they produce nothing.
    This is what makes Cargo Mod very hard, since you need to establish the entire chain first before getting any good. And until they produce enough to be profitable you have to take years or even decades of losses.

    in reply to: New game content…how much is too much #17253
    douglas
    Participant

    Important to notice that res folder is part of the not, not a mod only folder. 2.52 Gb is the original res folder.

    in reply to: Have a city with High Pop, and Low Usage. #17056
    douglas
    Participant

    I don’t thing the perfect spacing will maintain for long. With time you will have to do that again. I did that, its what I called manually syncing.

    Also you are obliged to use exact same trains. Same amount of wagons, same model.

    in reply to: Have a city with High Pop, and Low Usage. #17046
    douglas
    Participant

    @Lowell: That is right. They don’t go too far, so there is no point on making those lines. I see no reason for high speed lines like that. Only if its to transfer passengers from one hub to another.


    @gGeorg
    : “Automatic spacing dont work for trains.”
    Exactly.

    in reply to: Have a city with High Pop, and Low Usage. #17039
    douglas
    Participant

    I highly disagree with your second paragraph. Circle lines are the worst. Try making a huge loop around the map. No matter what you do, they will never be synced.

    I tried making loops and its always a problem. I have 4/5 trains serving the west side of the loop while east side is piling up passengers. When the circle is too large, signals are useless;

    If I put like 1 signal between each station is wrong, because the distance between stations vary a lot.
    Actually it makes NO DIFFERENCE AT ALL, with or without signals. Cause each station is already a signal. So no matter how many signals you put, the train can always be 1 station behind the other.

    So look: 10 stations served by 5 trains. The trains can pile up in a way they will serve one station after another. Train 1 > Station A, Train 2 > Station B, Train 3 > Station C, Train 4 > Station D, Train 5 > Station E, while stations F, G, H, I and J are full of passengers and the next train will take long time to arrive, and when it arrives, it serviced ONE AFTER ANOTHER, and then long time again without anything.

    And THERE IS NOTHING YOU CAN DO. I tried, and I was tired of manually syncing the trains. Signals doesn’t help here.

    in reply to: New game content…how much is too much #17036
    douglas
    Participant

    Well not even the devs have the answer for that. You want a number of mods? Just depends. Simple depends on your machine. I highly doubted the game will give you a message: “you reached the maximum number of mods. Please stop downloading that!”

    If you have 16 Gb of mods its just 16 more Gb of data loading in the game. Eventually the game will be slow and will be unplayable. Of course it depends on what the mod does. There are mods for performance increase (they will eliminate smoke and people from the map) so most probably this one will help instead of load more things. Some mods change UI image files to smaller ones. Also helps. Not all mods just add more things to load, except trains, stations, etc.

Viewing 15 posts - 16 through 30 (of 232 total)