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March 3, 2015 at 02:10 in reply to: I really hope dev focus shifts to map generation options… #17511isidoroParticipant
I agree that map generation should be improved. Or at least, a map editor implemented so that the community can produce customized maps, even those based on real geography.
I would like a map in which a badly needed resource (e.g. coal) is only located in a very abrupt part of the map, so that you have to carefully build a line to reach the resource. In the present situation, all maps look more or less the same and if you need coal, for instance, you have plenty of it more or less everywhere…
isidoroParticipantI bought CiM, CiM2 and have ordered Skylines in advance. However, CiM had several issues itself. For instance, it was easy to get a huge deadlock if you put a bunch of boats on the same line… And that, to my knowledge, is still uncorrected.
And about the patch, my opinion is that I prefer free patches over paid-for ones. And I prefer a not-so finished patch last Friday that a completely polished one in two month’s time…
isidoroParticipantAnother related problem is that the keys stop working after you save the game, or change the name of a line, etc. It seems as if the focus isn’t returned to the main window after it is caught by the input line.
A workaround is to click on the main scene. After that, the keys work as usual again. (At least, this happens in Linux)
isidoroParticipantTwo problems I have found when dealing with grouped stations:
- Sometimes if you group stations of different means of transportation (bus and train, for instance), the lines going thru them are not recognized of the proper type: a bus line is seen as a train line or the like.
- If you “ungroup” a previously grouped station (bus+train), a line can become useless: for instance, a train trying to go to the former bus station part of the grouped station.
The game also seems to automatically group bus stations you place on the two sides of the same street. That is sometimes inconvenient if you want the line to pass in a certain direction and it does in the opposite. The solution is easy: ungroup them.
isidoroParticipantIt would be nice. It also happens that you can end with two lines in the same town with the same colour. This would solve it…
isidoroParticipantWell, experiences vary greatly. In fora like this one, it happens more or less the same as with surveys. When everything goes right, people usually don’t express it. When something goes wrong, people do complain. Therefore, it isn’t a good measure what you can read here.
In my particular case, game works like a charm, even with default configuration. True that I have it running in Linux on a fairly new computer.
Seeing what we have in the market, I can see no other 3D modern transport simulation game. Better this to nothing. There are things I don’t like, of course.
Regarding the dev team, they don’t pay attention to answering the community, but I can see that patches come on a regular basis and, try to follow more or less what is suggested by a majority, albeit not exactly: multicore, the dreadful “main connection” thing, although not eliminated or made configurable, at least has two patches.
All and all, I don’t regret to have bought the game at all.
isidoroParticipantYes. The feature (‘m’ and ‘n’ keys) were there, but went unnoticed by me. Now, when seeing the tip in the way building tab, I realized and used them.
And yes, it was really a pain to build a bridge or a tunnel without them, but it is possible by preparing the terrain beforehand…
isidoroParticipantIf you want to make the trains use the right hand track of a double track, you can use one-way signals for it. They only allow trains to pass them in one direction. You get them by clicking on the signal once built and select the option.
There is a trick to allow you to demolish smaller sections of tracks or roads: just make a crossroads in the point you want to stop demolishing. You can then demolish the segment up to the crossroads.
- This reply was modified 9 years, 2 months ago by isidoro.
isidoroParticipantOne very positive improvement in this build is the use of keys ‘m’ and ‘n’ to elevate/sink the middle point of tunnels and bridges. Before that, building them to overpass an obstacle was a pain to me.
January 30, 2015 at 02:10 in reply to: Summary of TeamSpeak Discussion with Mikael from Urban Games #16460isidoroParticipant@Xcenty: there is another hint that makes the 20 minute rule plausible: some pieces of goods or passengers just vanish when on vehicles. The simplest reason to this is that there is some kind of time limit that expired.
January 29, 2015 at 01:48 in reply to: Summary of TeamSpeak Discussion with Mikael from Urban Games #16444isidoroParticipant@Xcenty: about the 20 minute rule: I’ve seen it everywhere, the first place that comes to my mind in in this Steam Community Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=313513129
If you want to skip the discussion about frequency, just go to the “Extra Notes” section.
January 28, 2015 at 01:43 in reply to: Summary of TeamSpeak Discussion with Mikael from Urban Games #16421isidoroParticipant@Xcenty: radii of bus stops don’t make sense in Train Fever because there isn’t such a limitation. A passenger can use any stop as long as the whole time he is travelling is less than 20 minutes (including walking time to the station).
January 27, 2015 at 00:43 in reply to: Summary of TeamSpeak Discussion with Mikael from Urban Games #16378isidoroParticipantWhat about one-way roads? Nice to design in-town traffic flow…
isidoroParticipant+1
Now there is an option that allows the camera to follow a vehicle, but you have to manually zoom in and tilt the head of the camera as the vehicle turns… It shouldn’t be very difficult to get it done automatically by the program.
I like to ride a bus, tram, train for the first round of a new line.
isidoroParticipantThey disappear because of the 20 minute rule. The rules of the game states that if a passenger or piece of goods take more than 20 minutes to travel to their destination, they will not travel or, if needs be, disappear.
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