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DozerParticipant
Hey Urban Games!
Daumen hoch für den neuen Löschen-Butten in Patch 4334. Das hebt die Usability des Lade-Dialogs etwas. Was im Hinblick auf Laden- und Speichern das nächst Wichtigste ist, ist, dass beim Speicherdialog der Verzeichnisinhalt gezeigt wird. Das heisst der User kann sehen welche Namen für Savegames schon vergeben sind. Denn in Verbindung damit, dass bei der Auswahl eines schon bestehenden Namens, diese Datei einfach überschrieben wird, ist es sehr einfach Spielstände versehentlich zu überschreiben.
Ich nummeriere meine Savegames. 001, 002, …. 033, 034, … etc. . Und aus Sorge, ich könnte mein letztes Savegame überschreiben (also statt 045 verwende ich nocheinmal 044) wechsel ich vor dem Speichern immer zum Verzeichnis und schaue nach, welchen Namen ich noch nicht verwendet habe. Ziemlich unkomfortabel.
Für jene Benutzer, welche immer den selben Namen für ihr Savegame verwenden, kann man damit auch gleich das schnelle Auswählen eines Dateinamens durch einfaches Anklicken implementieren.
Gutes Gelingen bei den weiteren Verbesserungen von Train Fever.
- This reply was modified 9 years, 7 months ago by Dozer.
DozerParticipantDozerParticipantYou are both right. People will not use a line that has over 20 min ‘frequency’. But people will also not use it if the frequency is 15 minutes, but the rest of his yourney (from A to B (house to work)) is more than the remaining 5 minutes.
interesting. did you test it or did you read it?
anyways thanks for the info. i guess, if that is true, some programmer at urban games does love the number 20.
and humbly i want to add, that if there is a limit on the total travel time of 20 minutes, then the time that can be spent on the rest of the journey can be something far different than the result of
20 minutes – <what is displayed at “Frequency”>
because … the travel time on the line depends on more variables than the frequency. like if traveling the whole line or just a part of it. and how many vehicles there are on the line. the value labeled “Frequency” just matches the travel time in one special case:
if there are 2 vehicles are assigned to a line and the cargo or passenger travels exactly half of the total circle of the line. which would be the case if a line connects just 2 stations.
an example:
line L connects 2 stations A and B, has 1 vehicle assigned to it and the frequency is 1/12min (which would be displayed falsely as “Frequency”: 12min). then the one vehicle needs 12 minutes for the round trip. and there is an average interval (interval is the right label for the value of 12min) of 12 minutes between the same station getting hit by any vehicle (writing “any” vehicle though there is just 1 vehicle on the line – yet – for reasons of genrealization).
if a 2nd vehicle is added to the line, the average interval between the same station getting hit by a vehicle is halfed and lowers to 6min. frequency then is 1/6min. but the time a vehicle needs to make the round trip obviously remains 12min. now if a passenger in this setup travels from A to B, she travels half the length of the round trip and it takes her 6 minutes to do so. which in this setup conincidentally is also the length of the average interval. she travels 6 minutes on a line that has an interval far below 20 minutes and has 14 minutes left for the other parts of her trip until she hits the limit of 20 minutes total travel time (which i was told about), and looses interest in traveling to that location alltogether.
if a 3rd vehicle is added to the line the original interval is divided by 3 and the average interval between the same station getting hit by a vehicel is 4min. frequency is then at 1/4min. but the time for our dear passenger to travel from A to B remains 6 minutes as the time a vehicle needs for a round trip also remains 12 minutes.
with a 4th vehicle on the line the numbers are:average interval: 3 min
frequency: 1/3min
time for roundtrip: 12min
time to travel A-B: 6minso it is not legitimate to say that the limit on total travel time of 20min minus what is displayed at “Frequency” (which is the interval) is what the cargo or passenger has for the other parts if its journey.
thanks to this exhausting and in depth post i wrote, i also found the correct term for the value that is labeled “Frequency” by the game and causes so much confusion: the AVERAGE INTERVAL
lets address it like so in all future discussions.
😉
DozerParticipantSo can it be said, as long as a line’s frequency less that 20 minutes, people will use the line?
yes.
this in my thoughts is the right concluse to draw. we all noticed that neither cargo nor passengers would use a line if the value that is labled “Frequency” in the game is above 20min. by my explanation meaning, that a vehicel would stop at a station of this line, less frequent than once every 20 minutes on average. in other words, that cargo or passengers could be faced with a waiting time of more than 20 minutes. contrary if a value of less than 20min is displayed, cargo and passenger would use this line. in this case on average a vehicel would stop at a station of this line more frequent than every 20 minutes. it seems that neither cargo nor passenger cant stand to wait its ass off.
now, i have to admit, that there might be other constraints to the decission whether passengers or cargo use a line, which i do not know of. but people write about the 20min restriction. and the 20min restriction at the value that is called “frequency” is the only 20min restriction i stumbled upon in this game so far. it would be a puzzling coincidence if there was another restriction on the travel time with also 20 minutes. then i would assume a programmer at urban games set the restricitons out of love to the number 20 and not because she exercices common sense. but i assume the programmers at urban games do have a decent ammount of common sense, to not act this way. so i conclude, that everyone who writes about a limit of 20 minutes on the total travel time, misinterpreted the value that is labeled “frequency”, is infected with false knowledge an spreads it all around on the internet.
- This reply was modified 9 years, 7 months ago by Dozer.
DozerParticipantDozerParticipantthanks buddy
so if the game mechanics are not obscure at all, please enlighten me with some deeper insights about pricebuilding. I mean, … Gruew83 gave me some insights. And he says he did some testing, to find out how pricebuilding works. I guess it was not clear to him before as well and still might not be enitrely, as with some tests he possibly might not have found out every detail. But if to you it is not obscure at all, then you know all about it. So please tell me everything there is to it. I am listening.
DozerParticipantupvoted!
the basic thing would be to inform the community of what bugs and features they know of and are working on – so the customers/community knows what can be expected to be fixed/implemented.
more community-friendly would be to enable a voting possibility on the published feature list. so the community can decide which feature will be implemented first or at all.
the most community-friendly would be to provide the possibility to write bug reports and feature requests to the public. but this would need a little bit of manpower for moderation to sort duplicates and poorly written entries.
public bug reports and feature requests work with a dedicated community. here is an example of a project, where this works nicely:
http://openxcom.org/bugs/openxcom
in the top menu “issues” one can find the menu items “open issues for this project” and “wishlist for this project”. everyone who registers can file entries. and feature requests can be voted upon by registered users. in this case bug reports are of very high quality and the community tries to give the devs as many leads as possible to find the bug.for a participant it is really cool communication and interaction, when they report a bug and one day they its status changes from “open” to “fixed”, or even better file a feature request and one day its status changes from “open” to “implemented”.
- This reply was modified 9 years, 7 months ago by Dozer.
DozerParticipantI guess signals are your friend in this case. I further guess that you created one line, that connects the 4 cities. Then you need to create a switch at the end of the line, so the train can switch tracks. Then you install signals, which prevent the train from using the same track to travel in the other direction.
DozerParticipantupvoted!
DozerParticipantI have no late game experience, but i can give some advice on the goods supply chain. Goods supply can be set up for all towns within 10 years. Meaning by 1860 at an early game start. It actually is quite simple.
If a town does not get supplied by a nearby industry automatically, find the industry that produces goods which is closest to it. Then set up a roadline between that industry and the city, that has a “frequency” of below 20 min. If this supplier of goods now does not start production, it needs another line from a raw material supplier. Find the closest and again set up a roadline with a “frequency” of below 20 min. The production and supply will start and rise.
It does not matter if you transport all the cargo or if a big part of it wanders to the town or industry by itself. I guess what you wanted is, that the towns are supplied with goods, so they grow from a very early stage. This way they are and will.
DozerParticipantI was told this bug is already known.
DozerParticipantyes, i also noticed this. confirmed.
building something erases all cargo which is transported by foot in the vincinity.
(my guess is, because the game recalculates the cargo routes. but imo this should not happen. please recalculate the routes without deleting the items. just delete them, if no route can be found. this way the player could “catch” cargo that is already on its way.)
- This reply was modified 9 years, 7 months ago by Dozer.
DozerParticipantjust also throwing in my vote for a change log
September 6, 2014 at 08:32 in reply to: BUG: Trucks and trains haul more than their capacity allows #5042DozerParticipanthere is a screenshot, that shows the bug:
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