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

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Viewing 15 posts - 16 through 30 (of 77 total)
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  • in reply to: Map creation #21235
    gcampono
    Participant

    Thank you. And at least for the names, is it possible to change them ?

    in reply to: Did Urban Games forgot about cross-tracks? #21234
    gcampono
    Participant

    Thanks isidoro. I was asking for the signals in the simpler (first) alternative. Is it right to have no signals or should I place four signals on all entries or should I place signals on only two of them ? Would this work even if we want to run more trains on each track ?

    in reply to: Did Urban Games forgot about cross-tracks? #21224
    gcampono
    Participant

    @Norfolk I played yesterday and I think the trains retained their passengers when I electrified the track. However all cargo/passengers waiting at the station were lost, but at least the industry did not fall to 1 immediately but continued with its normal output.

    in reply to: Did Urban Games forgot about cross-tracks? #21222
    gcampono
    Participant

    Thanks @isodoro @traian for the suggestions.

    I tried a similar method than the first one suggested by isidoro but my trains got stuck at signals (I must still learn how to place signals correctly)… maybe that was the problem, but is it correct not to place signals just as isidoro did ? Shouldn’t signals be placed on all four tracks entering the junction ?

    Is it possilbe to lower a track without demolishing the track itself ? I find it annoying that when you change the track layout or even just electrify the track all the passengers (or cargo) just disappear from stations and trains and that takes a few years to recover.

    in reply to: Did Urban Games forgot about cross-tracks? #21207
    gcampono
    Participant

    I also am unhappy that they did not implement some cross tracks, and I think now they will never do it (since it was the final patch). The only solution I found is I often cross tracks with brides (but what the hell with that collision error!!!!) or tunnels… I tried with some exchanges with signals but I sometimes get deadblocks (I must improve with signals 🙁 )

    in reply to: Wish #1: real maps #21112
    gcampono
    Participant

    Thank you very much for the information. I really hope you will manage to go beyond height maps to at least allow users to place cities and industries. By the way, is it possible to  rename cities once the game starts ?

    • This reply was modified 8 years, 2 months ago by gcampono.
    in reply to: Wish #1: real maps #21108
    gcampono
    Participant

    Cool, I really hope so 🙂 or, if that was not their plan, that they would squeeze it in because in my view this would be the #1 of realistic possible improvement, along with the “industry falling to 0 in an instant” bug.

    in reply to: Wish #1: real maps #21106
    gcampono
    Participant

    Thanks for the information. I may have missed it, as I only read that developers “would like to open more possibilities for generating maps […] height maps”. Unfortunately, this does not imply an editor… Did they really mention explicitly an editor ?

    To me there are three important things for the maps: landscape (height maps could be ok), city placement (with some parameters such name, population and maybe mix of residential/commercial/industry/leisure areas) and industry placement.

     

    in reply to: USA DLC strategy #21065
    gcampono
    Participant

    @jm It would be really cool.

    At the same time I think in my last game I made a train line which was slightly over 20 minutes with 1 train and it managed to attract passengers.

    That’s why I am not really sure about how to calculate the different aspects of the 20 minutes rule. It would really be useful if someone manages to explain it well because the official explication in the misconception blog “Cargo or passengers must be able to reach the destination within 20 minutes (game time at standard speed) with a certain route, otherwise they will not use it. The considered travel time is the sum of the walking time, the time spend on the ride and the average waiting time at the departure or at changes” simply sounds not true 🙁 (unless the minutes displayed on lines – which are our only hint at ride time and frequency time – are not game-time-at-standard-speed minutes :((( ).

    Any clarification about the 20 minutes rule would really be useful.

    in reply to: USA DLC strategy #21059
    gcampono
    Participant

    I do not understand the part “Its possible to have trains make profit with a 30 min route”. How is that compatible with the 20 minutes rule ? I mean 30 minutes (with 1 train) = 15 minutes travelling time + an average of 15 minute waiting time… That is already 30 minutes not considering the deplacements in the two cities to/from stations. Even with two trains it is still 15 minutes travelling + an average of 7.5 waiting…

    Do I interpret the 20 minute rule wrongly ?

    Can someone tell me how to calculate itsdifferent  components ?

    in reply to: Train Fever final patch: Some thoughts and suggestions. #20989
    gcampono
    Participant

    I agree on your premise ! I also hope the developers “clean” they game and reverse some horrible decisions such as the new cargo truck system and the main connection feature. However, I still feel that they shown some dedication to the game and am positively inclined to buy their next one (if it is still in this gendre).

    I also like your #3 suggestion.

    On the other hand, I don’t really like your #4 and 2 suggestions. There is already much micro-management that it is not worth to add more, in my opinion.

    in reply to: USA DLC strategy #20954
    gcampono
    Participant

    Yes, I confirm that they are profitable, howerver:

    – is it more profitable than setting up lines with trucks ?

    – are you able to make longer lines with trains than trucks, considering that trains are faster but there is more waiting time ?

    – is it worth even considering that long distance trains requires (I think) more capital than setting up a truck service ?

    – isn’t it slower to expand to other cities with the risk that they grow less ?

    • This reply was modified 8 years, 2 months ago by gcampono.
    in reply to: Trouble With Cargo #20803
    gcampono
    Participant

    It is strange. In my plays I never had such a problem (but I did not yet play with the new build) that I could not explain.

    The only problems that disrupted my lines were

    1) when I made some changes on the line, such as changing stations or rails, that interrupted it (and unfortunately train fever often cancels all output – even when changes are made in pause – and this is really a bug that they should consider fixing)

    2) when the frequency of my trains dropped because the line got busier, because of more time loading/unloading goods or because trains were stuck due to signalling or electrification problems

    The only other explanation I can think of is that the game (or you) built some new roads which made delivery “by foot” faster than your lines (but it is improbable that all seven cities display this problem at the same time).

    If you can, it would be great if you send developers (or even here in the forum) the savegame just before that occurs… maybe with the savegame we could be able to tell what is going on.

    • This reply was modified 8 years, 3 months ago by gcampono.
    in reply to: Trouble With Cargo #20771
    gcampono
    Participant

    Hi,

    the first problem may be explained by the fact that it makes no sense to have two lines for the same transportation: the supplier would always choose the fastest line. It would be much better to add trains on the same line and add double tracks (or sidings) with signals to manage the flow.

    the second problem is (in my view) one of the most annoying bugs of the game. I think it is caused by the fact that the line is no longer operated (and thus gets over the 20-minutes rule) so that the supplier cancels all transport orders. You can often avoid it by buying a new upgraded train and put it into the line before dismissing the old train. But again this bug sometimes also occurs when you change track layout (breaking the line) even if in pause… I sincerely hope urban games fixes this bug.

     

    in reply to: Cargo trouble #20675
    gcampono
    Participant

    Good explanation. I would just point out that in the 20 minutes rule you also have to consider waiting time. So it would be: walking time from oil to truck station + waiting time at oil station + transportation time by truck + walking from truck to train station + waiting time at train station + transportation by train + walking time from train station to demanding inustries.

    I am not sure about how to calculate waiting time (I think it’s the displayed frequency, maybe /2 to get an average) and transportation time (I think you can estimate it by frequency * number of vehicles on the line /2).

Viewing 15 posts - 16 through 30 (of 77 total)