Forum Replies Created
March 21, 2016 at 13:07 in reply to: Anyone tried getting Train Fever achievement on Hard ? #21452
This is not a direct answer to the OP’s question but I still believe a very relevant one:
I did start a Hard Game with the intention to collect as many achievements as possibly (some are obtainable only in hard). I started by road-transporting existing goods chains. That was a very good strategy. Later I felt like adding passenger trains but that didn’t work very well. Even though my trains run constantly full, once the starter locos are gone the costs are too high to get me some profit.
Unfortunately, once 1990 stroke, all was lost. The horse car becomes unavailable but I don’t have enough money to replace all of my 300 road vehicles. as a result, lines get mixed vehicle usage and because of some fundamental game logic is broken (in this case the ability for faster vehicles to pass slower ones), the trucks stack up behind the still unreplaced horse wagons, causing all of my delivery chance to collapse and promptly throttling my company towards bankruptcy…
I have to say, inconveniences around the vehicle replacement can be game breaking. I’m in a hard game where almost all of my profits come from road freight. I also built some trains but they don’t earn well. It’s just past the 1900 and I’m in a death spiral with no way out. because vehicles can’t pass each other, all my lines are now in a state where the horse wagin is followed by a line of motor vehicles. The depots can’t hold more than 18 items, so my vehicles go around empty. Setting the line to full load doesn’t solve it either, the maintenance costs are too high to have vehicles wait for cargo.
I’m disappointed by the latest patch, haven’t actually returned to the game since the patch came out 🙁
Ok, you got me there. It indeed is not confirmed. But: “If successful, we are confident that modders can then create their own landscape scenarios and thus enable completely new challenges.”
This in my eyes absolutely implies an editor. So if they managed to get it in, it must be an editor, how else would you be able to create modded scenarios?
They already did provide info regarding this topic. Unless things have changed, the coming patch will contain map editor 😉
To my experience it is exactly what the official explanation says. But don’t forget that it gets update in real time. So if you create a line that exceeds the limit for certain passenger/package but then your train manages to make it faster, so you get within the limit, the line gets used. But its really no good idea to drive on the edge of limits since you easily exceed them from time to time and that results to a complete collapse of your chain
I would swear campo no has got it right. I’ve ran into the 20 min rule on several occasions and it always worked this way. AFAIK a line of one train where it takes 30 mins to get back to the starting point can’t work. I would really wanna see a game save with this working :O
Not true 🙂
But this is really a question for the devs, I just made the suggestion 😉
I don’t think this is ever happening for TF. Usually, when they consider an idea interesting, Tom posts a comment in the relevant thread. I imagine the way station are build is quite hard coded in the engine and would require lots of code rewrite to change.
Are you really sure all lines in the chain are within the 20 mins limit? It happened to me before that Full load setting caused the time limit to be exceeded, the production at one resource site dropped and caused the whole chain to collapse. I assume you know how the 20 mins gets calculated…
I sure understand you don’t want to let out any estimate as to when and what exactly you plan to release. I remember reading somewhere you burned your fingers while doing that in the past.
And it’s perfectly fine. But complete silence is not that great either. It would be really great if you could provide the community with at least a rough overview of which of which major changes we could expect in the future.
Hi! There sure are others more qualified to answer your question but I’ll give it a try.
This game has a number of oddities compared to other transportation simulations but after some time spent with it I have to say I actually prefer most of them.
First, you need to have a look at TF from this angle: It’s about demand, not supply and you are simply a transportation company. Your customers have transportation needs and your job is to figure these out and provide the means to fulfill those needs.
What that means? You have to search from the top of the cargo chain. Find a city you want to supply, find a suitable goods producer and then see whether you can provide raw materials. When the city isn’t supplied yet, by creating a transportation chain you almost certainly succeed in creating the demand as well. On the other hand, if a city is supplied already, the best thing to do is simply transport the existing supply – demand chain.
It even happens that your well established transportation chain collapses due to the city switching the supplier. Many people consider this a bug, I say that’s life, adjust to the new situation a maximize your profits. The inability to adjust to market changes bankrupted many in real life 😉
Also, don’t forget about the 20 minute rule. Google it up, there’s lots of info to be found. Pretty much, as long as the cargo can be transported to the destination within 20 minutes (including it’s walking time), it will use any transportation on the way. So as long as your track -> train chain can deliver on time and follows the supply – demand chain, the goods will use all the transportation means on the way. So yes, the cargo will transfer from depot to the train station.
Of course, you need to create a line and assign vehicles to it. Once you do that, the cargo will see whether your line is better than walking the cargo and if so, it will use it.
Hope this helps a bit.
- This reply was modified 6 years, 8 months ago by Greno Zee. Reason: some typos
Plus, if you separate an uninterrupted track into sections, you really need only the last signal to be one way, to prevent trains from other direction from entering the track.