gGeorg

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

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  • in reply to: Who use trains for cargo? #15334
    gGeorg
    Participant

    The forum distorted my screen :-/ and I cant edit my post again. That’s … fantastic.

    Well, Douglas this is a type of supply chain you would not build by road cars. The steel mill is so far that cars don’t get it in limit. However, the fast train generates heaps of gold.                … I mean dollars. Is it the same, isn’t it?

    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: Who use trains for cargo? #15331
    gGeorg
    Participant

    Chain car-train-factory

     

    The train line has 3 stations – The steel factory; Weym , Filey cities. Car lines feed the train station in their city. Cars use “full load” order on the mining station. Pretty complex. However I am looking for a fix supply chain factory-train-car-customer, it will bring some more oportunity. :-]

    • This reply was modified 9 years, 4 months ago by gGeorg.
    • This reply was modified 9 years, 4 months ago by gGeorg.
    gGeorg
    Participant

    “Regarding that vehicle depreciation, 10 years might be ok for trucks and buses, but trams and trains certainly need longer lifespans where 25 to 35 years are more normal.” – financial  depreciation has nothing to do with lifespan. It is just financial method/tool for lowering/tear down the value of a property.


    @Uzurpator

    add

    Missing info: maintenance value of stations, depots.

    There should be an info panel below the build menu, just up the time. Simple square window without control header. It contains all the info of the item focused in the build menu. On focus lost, the info window vanish.

    Bulldoze road says error message- “The building(s) must be bulldozed first” but doesn’t mark by red color which one. Make it consistent to build roads, mark them.

    • This reply was modified 9 years, 4 months ago by gGeorg.
    gGeorg
    Participant

    Perfect list.

    I would recommend  Urban games to use this a template for voting what should be fixed first.You know, simple questionnaire makes the order list to do.Everyone could vote once from each category.

    Would you add :

    Supply chain train-> truck->customer doesn’t work. Train unload all the stuff at once, it overload the truck station. Goods disappears. Stations in a group should load each other, so prevent disappearing. Same apply for people.

    Graphical minor bug: ground floor in any depot is grass.

    Game-play: Multiple opening window at depot buying. It should be only for first new vehicle in the depot.

    Graphical bug: All UI icons (stations, vehicles, depots, … ) are visible thru the terrain. It should be available only for vehicles in tunnels.

    UI layout : Bridge building – the selection of bridge type cover the bridge. It is located in the middle of the builded item. Especially for short bridges it covers it all, so user doesn’t see what does he doing. The only one type (the selected one) of a bridge should be visible. Once clicked, the menu – the current list is shown. Then user can choose the type, and it minimize self back. The icon of a type should be located clearly above a bridge, up about 3 sizes  of a road width.

    Design issue : Unwanted  industry devolve- in case of one train on the line. It cant be sent to depot without atleast 20 points devolve penalty on the industry. as long as it evolve 1 point per month, add a wagon cause hit back for et least 2 years. Vehicles should stay as a part of a line, all the time. Even in depo. In case of more vehicles it works the same, if you are close to the time limit.

    UI info: line window

    – line capacity per default period (annual ?)
    – line usage per default period(annual ?)
    – add a column(s) of currently waiting agents (goods/passengers)

    UI info:  station window

    – shows throughput of the agents (annual ?)
    – shows usage of vehicles leaving for particular line (Lets have 10 unit bus: then 5 passengers on makes usage 50%. In case 20 people stays on the station at the departure – usage 300% )

    – show all the lines who stop at the station. Even if there is no one waiting – User need to see who could.

    UI info : Waypoints – show in his window all the lines who use it. Same for traffic lights.

    Gameplay – Waypoints – on delete introduce a shadow, same as for buss station. So user could move a way point few meters away. Its annoying when you redo complicated junction, and you have re-assagin waypoints in proper order to all lines involved.   Same for traffic light.

    UI graphical : Flying money notification. Tone it down. Or simply enable switch off. It has no value see red horizon. You could show just 10% of the highest numbers. That could make some point. Also, merge maintenance of vehicles in one city and draw just one number for all the vehicles in the city.

    Sound – playing one short sound again and again is known torture method, used from WW2. Remove money cha-ching sound asap. If some decent method for flying money comes, the sound could come back, but now its pain.

    Avoid any “Vehicle in the way” error message. Its nearly impossible to change layout of a bridge cross whith with buss l ines. lift up vehicle, hold them on the sky, then put them back to nearest station. Whatever, but do not bother user.

    Avoid agents disappearing on road upgrade.

    Avoid agent disappearing on station group/ungroup

    Make land property consistent – City buildings backyard are build over the user property, the train station. In case of train staion upgrade (buldoze and build back), the city building must be buldozed too, cose their land interfere with the station layout.

    Finance

    – use taxation on profit 10-20% depends on – deprecation of vehicles is 10 years at maximum, not 30years or so. So the vehicle value should be 0 after 10 years.- show re-pay time horizon for a vehicle on his info card. e.g. 10years6 months or 100 years for a less profitable line. Or never for negative income.- show how many times the vehicle repaid already.

    I could run a game and check some more, those are just on top of my head.
    Uzurpator  – welcome to the External QA department of Urban games. 😀

    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: [SUGGESTION] Platform Selection and more platforms #15194
    gGeorg
    Participant

    Waypoints do not solve the issue.

    Waypoints allows to dedicate certain platform for the line. That is an improvement. I am glad for that, cose I could build a triple line track in front of 4 track station and put a”T” junction with a depo. Attach 6 lines, an all trains arrives on dedicated platforms and all lines can access one depot. Thats good.

    But!

    Lets have 2 lines long intercity – freq 10 minutes. One local line freq 5 minutes. One station with two platforms.

    Thanks to way-points I can manually choose which intercity platform will be shared for the local line. Thats right. Therfore the local line will slow down one specific intercity line, cose those two share platform.

    In case of platform selector, the incoming local line train, choose the platform which is currently available. Therefore the station throughput is higher. The slowdown of sharing platforms spread between two intercity lines. Spacing is better for all three lines. Complex chain of of switches and traffic lights give a sense.

    Of course that brute solution to the issue is – just build as many platforms as you have lines.

    Do you see the diference?

    I think that a new type of traffic light marked as “platform selector/alternative way” with combination of waypoints will do the job.

    gGeorg
    Participant

    I didnt find in the patch notes a sentence : The main connection feature effectively disable an option to build trains.

    Hopefuly there are other options how to get older versions. So install the older version to another folder, run it, make a save game of a new map, move the save game to the folder with official patched version. Play as usual. Problem solved.Ufff.

    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: Unable to start game….. FAQ'a checked #15136
    gGeorg
    Participant

    Try another drivers. Make sure that Intel video and Radeon do not fight. There is a switch in the BIOS. Switch off antivir, free memory as much as possible, switch off any “optimizers” enhancers or other bloatware from notebook manufacturer. If nothing helps, then try another machine. I hope you have few PC at home. Anyway you could post DX diag and pray for patch.

    in reply to: Idea for the build tool #15134
    gGeorg
    Participant

    I was thinking the same like OP. Such a tool would be great.

    – options to check build dual track

    – bending track should work same like bending curves in CorelDraw. Two weight drag point on the node. At the same point you could move up/down by another slider. Very comfortable.

    – there should be also a test tool, to let the train make a test ride before the build. It makes a chart of speed reached. So you will have an idea how to change layout to achieve more smooth line.

    This is so great but also so difficult to program, that I could rather see that as an DLC : “The Project Builder”

    You know no-one could live from air, even programmer. 😀
    At the moment, there are bacis functionalityang bugs on top. Like Disapeaing cargo, people, crashes, performance, … . And in the first – remove the Main connection feature.

    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: [SUGGESTION] Platform Selection and more platforms #15088
    gGeorg
    Participant

    Allowing 2 vehicles from one line in one station loading does not have a sense. But! The platform selector has a greate use.

    Lets have 3 platform station and 4 lines. – Now you have manualy choose which 2lines share the platform. This platform would be crowded, and those two line will slow down. In case of train choose platform available at the moment, the station has greater throughput. This feature would allows to built effective stations.

    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: Cargo system is broken #15084
    gGeorg
    Participant

    Truck and train mix works in the line raw-truck-train-factory. You can use full load at raw for trucks here. Trucks nicely feeding the train.

    It doesn’t work in the line raw-train-truck-factory. The reason is : the train station simply flush out whole train load,  cose it doesnt fit to truck station, goods diasapear.  The train station should load other stations in the group like it does for trains. The same issue have passenger train station. It just flush out 100 people, who doesnt fit to bus station and poof, they disappear. Well, I have asked in the support forum for a fix, but no reaction at all.

    Look at cargo train station. There is a backyard next to the house. Its not a platform. This area should be used for the incoming animate temporary storage. Until goods have next transport guaranteed.

    • This reply was modified 9 years, 4 months ago by gGeorg.
    • This reply was modified 9 years, 4 months ago by gGeorg.
    • This reply was modified 9 years, 4 months ago by gGeorg.
    gGeorg
    Participant

    The game was in an “early access mode” before the patch. Now the main connection feature bomb it back to stone age. I play only old map saves without the feature. If they don’t remove it, well … maby someone else notice the gap on the market.

    • This reply was modified 9 years, 4 months ago by gGeorg.
    • This reply was modified 9 years, 4 months ago by gGeorg.
    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: Cargo system is broken #15077
    gGeorg
    Participant

    So potential delivery is 130 steady? I mean, does it fluctuate? The factory message is pointless. Try to guess time needed for coal delivery and Iron delivery. If factory have customers, then release orders. But if orders are not delivered on time comfortably, it hungs up.

     

    Well, trains are great for bigger speed. If you manage to set up cargo train line which is on the edge of time limit. e.g. for a single train frequency 8. Use just two station on the line, then the line is incredibly profitable. Well in other cases, it mostly stall or loose horribly. It works one you get at least 90km/h engine. Otherwise, road is effective.

    in reply to: Unable to start game….. FAQ'a checked #15005
    gGeorg
    Participant

    First start takes long. Do not touch anything, keyboard, mouse let it be. There is some serious preparation. if you touch it hungs up. Just wait about 5-10 minutes depend PC. Second start is immediate. If its longer than 15minutes, well then make a list DX diag post here a pray for patch.

    in reply to: Cargo system is broken #15002
    gGeorg
    Participant

    Doug, 20 minutes applies on all. Passengers, cargo. All industrial are same competent but, …

    in case the industry could compete with otherone – it tend to hung up. That is one of the important thinks delete road connection for nearby business. Oterwise they start to compete and all stall. Proper chain is one resource-one factory-one city. anything else works wierd, slow or not at all. Or, the issue might be, that you were on the edge of time limit, then its wonky. It looks like it would level up but actually dont. I could give some actual info how the game works now, something is beter then in summer beta, somethink wierd. Would you update the guide if I give you a summary?

    thx

    • This reply was modified 9 years, 4 months ago by gGeorg.
    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: Cargo system is broken #14984
    gGeorg
    Participant

    @Gasolene wrote “Power has nothing to do with the weight,”

    Do you live in same universe?
    Did you noticed that race cars have mods for loose weights?Did you try to pull a simple wagon by your personal car? (Well, if you have one. :D)Did they tell you about Newton’s movements law?


    @Gasolene
    wrote”train gets up to speed, more weight can actually save fuel.” Oh, you have just invented a perpetum mobile. Great. That explains a lot.

     

    • This reply was modified 9 years, 4 months ago by gGeorg.
Viewing 15 posts - 16 through 30 (of 101 total)