gGeorg

Home Forums Diamond crossovers, better usability and many improvements

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Viewing 15 posts - 31 through 45 (of 101 total)
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  • in reply to: Cargo system is broken #14936
    gGeorg
    Participant

    I cant edit my post again. Grrr

    Just wanted to add – I believe that once weight factor is added, then time limit for cargo would be rised. Therefore the slow power full engines come to play, it would be shame to limit range of delivery so much.

    Now its just speed, so all winner is a good fast locomotion. Power is not important now.

    in reply to: Cargo system is broken #14934
    gGeorg
    Participant

    Delivering cargo is tricky. Trains are great for hauling a LARGE amount of materials. Coal to power plants is nice example. Lets say real life example : Every day power plant eats 2 trains per 40wagons of coal. The travel takes 2 hours. It really doesn’t matter if train travel double speed so it took an hour. No one would pay more.

    Its similar to delivery companyes, they deliver small packages to another day. In certain region. If they night transport would travel lets say 100% faster, it is a small benefit. It would give just few minutes more to people on night shift.

    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: blah blah blah #14802
    gGeorg
    Participant

    Dear Urban Games read here –

    http://www.train-fever.com/forums/topic/open-letter-to-urban-games/

    This patch has significant improvement to build track – I love it, it is pleasure now to lay track. (as long as you dont hit a road)

    This patch has auto-replacement feature, re guested since release. In the curent easy from it could come sooner but I am gald of it.

    This patch has little performance improvement, its always welcome.

    This patch has improved traffic handling – well if you keep city line usage 80% and up, you dont notice anyway.

    This patch has some other minor positive thinks.

    This patch has ONE BROKEN AND UNWANTED feature, which sends the game to pre-alfa status. Even the confirmation by Mike that they will improve it do not make sense. REMOVE ASAP this feature, if Urban games like to at least sustain current popularity.

     

    • 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: doors on both side of the depots #14799
    gGeorg
    Participant
    •  make the depo building long as well as the shortest  train station.

    spawning a train from the wormhole placed on the back wall is ridiculous

    • make it snap-able to track or a station.

    it allows create an “upgraded train” station with depot attached
    it allows a loop-like depot alongside of the main track

    • 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: [SUGGESTION] Add "Replace Now" button to auto replacer #14680
    gGeorg
    Participant

    Well the ninja “25%”  helps somehow, but … the button “Replace now” is still required. I make some analyze for UI tomorrow.

    Most important issue now is “Main connection everywhere” make once more ninja and remove such madness completely.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: Everything is a main connection! #14679
    gGeorg
    Participant

    Even the upgrade the road from one size to another is not possible. Really? Remove it ASAP! thx

    in reply to: Everything is a main connection! #14677
    gGeorg
    Participant

    New patch brings a lot of useful thinks but one which made a game NOT PLAYABLE.

    http://tinypic.com/r/2hwjnuw/8

    Each and every road you see, has flag “Main connection” and cant be deleted.

    Fully understand that you tried bring some challenge, but currently is a game in a status of betaversion, so most improvement should be focus on the performance, content, transport algoritms, user interface, models and textures. This “Main connection” style could be done in a year or so, when everthing is polished and tested. Maybe at the game start should be an option – Ironman and new set of Achievemnts. Right now this feature sends the game to hell.

    I belive that you make a HOT fix, and focus on the other areas.

    Thank you for not ruin the game.

    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: I cant make any money #14673
    gGeorg
    Participant

    After the new patch, I would not recommend any mod. Especially for new players.

    Add buss lines. It very depends line layout and a city size. In the start up cities I make 2-4 bus lines with 4-6 stops. It makes some profit. Frequency about 60s. However, inner city transport should be considered as a feeder for trains. Inner city transport never gives serious money.

    Nice bus-lines at the begining are city to city. In each city 4 stops at the particular district center. Green/blue/yellow/red. Keep in mind that people needs back and forth.

    • 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: New Update (16th Dec) & Performance #14672
    gGeorg
    Participant

    Over all performance is noticeably better, however in the middle of a month there is a new regular lag. Every month is there. Maby some recalculation has been moved,  or splited?

    Notebook, Intel 4600graphic. 4GRAM

    in reply to: I cant make any money #14550
    gGeorg
    Participant

    Keep trying. Game works well, but has steep learning curve.  :-]

    Hint: Goods give best profit. Bus lines in the range of one city are about zero-plus at the best.

    in reply to: New to Train Fever, worth buying? #14544
    gGeorg
    Participant

    ” advice I can offer anyone starting this game is to choose an industry in the middle of 4 or 5 towns then feed them all with goods from that one industry.”

    That is one of funny ways how get bankrupt. 🙂

    1. Industry grows steady 1 point per month. It keeps the line with two city, maby 3. Combined grow demand of 5 cities is higher than a single industry can make.

    2. You are paid for transporting stuff. The longer the route is better, as long as it fits to 20 minute rule. On the small map, I can recommend transport goods across the map. From one side to another one, 120km speed is so-so to deliver on time.

    • 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: New to Train Fever, worth buying? #14539
    gGeorg
    Participant

    40 wagons in Balance mod? Sounds magnificent, but I don’t thing it fits to the stations. For longest platform its about 20-25 wagons. Depends on type. I would use even longer trains in vanilla, but graphical glitch cutting longer trains make me mad. Yay, that’s a good request – Put a train length on the detail card of the train. Just next to power and weight.

    gGeorg
    Participant

    remove “Full Load” and include “Load for X seconds or up to Y% any/all capacity” defaulting to “Load for 75% of frequency or up to 100% any capacity”.

    Switch “any/all” has sense for cargo stations only. It could be omitted for passenger’s stations.

    Setting “Load for 1 seconds or up to 0% capacity” makes a vehicle stop, load 2 units of 100 available and go.

    Statement should rather be “Wait for load X seconds or … ” which means stop there, try load/unload, then wait for X seconds for more, if nothing happen go.

    Setting to trivial – “Wait for load 0 seconds or or up to 0% capacity”” would make a pass station, usable as a waypoint for cars. One of the requested features.

    +1 Grrreat feature. Doable. Understandable. Close to reality. I am voting for it both hands.

     

    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: New to Train Fever, worth buying? #14516
    gGeorg
    Participant

    There is an easy option for those who cant find proper train route, but ruin the game by disbalance mode? … well., there is also a mode which have positive maintenance. So you just buy 100 engines leave it in depo and you get tons of money steady.

    However, the cargo trains are insanely profitable. I play only small maps due to performance issue, … currently have about 15  trains, 200cars&trams. Anuall income about 30M. Where 20M comes from 4 cargo trains. Its medium difficulty mountain map.

    The game has a steam sticker “casual” its mistake. It has quite deep gameplay. Its has a steep lerning curve, and lack of a guides so you could have a feeling the game is unplayable. Consider it as an old school-hard core game, you need to find out how does it work first, then play 🙂

    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: New to Train Fever, worth buying? #14508
    gGeorg
    Participant

    @Richie, you are correct that there is a lot of issues. The cargo trains are not definitely on the list, in fact they are  far most profitable trains. I have a train with 13 stakes cars + 7 cargo cars. Use 100km electric engine in 1950. The train makes 4,5M annual netto income.  Train value is about 2,5M, so it repays investment in less than year. Personally I think its too easy. It all depends on the track curvature and range of stations.

    Mixed Coal&Ore line is super profitable because of the bug where the 8 units wagon could load 8 units of coal AND 8 units of ore which is nonsense.

    • This reply was modified 9 years, 4 months ago by gGeorg.
    • This reply was modified 9 years, 4 months ago by gGeorg.
Viewing 15 posts - 31 through 45 (of 101 total)