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mikaelMember
Infos zu den Fahrzeugen gibts noch diese Woche. Ich bin sie noch ein wenig am schmücken, dann gibts einige Screenshots und infos zu einem Teil der Fahrzeuge. Weinachtlich werden sie aber nicht geschmückt 😉
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Shortened Translation:
Question: “A new video or some vehicles shots would be great”
Answer: “Infos about the vehicles are coming this week. “
mikaelMemberIn this screenshot from our news: http://www.train-fever.com/2013/11/visual-updates-incoming/ you’ll see the map size. Our maps are currently in a square format.
The one meter resolution means that the terrain height detail is defined down to an one meter resolution.
mikaelMemberThe bus goes round and round. At the depot you can buy, sell and re-arrange vehicles.
Isn’t there a song that sounds like: “round and round and round..”?
mikaelMemberHi alex.
About the traction effect you’ve seen in the alpha video. It’s accurately calculated, but in this video we’re running the trains with maximum power all the time, that does appear unrealistic.
The Lifespan is counting down from the time you buy a locomotive. Currently it only affects the running costs of a train. Is the lifespan reached, then the running costs are going to increase and will trouble the player.
The depots can be built anywhere on a track, the train/bus/truck/tram is then going to the first stop and starting his routine.- This reply was modified 10 years, 4 months ago by mikael.
mikaelMemberYes, we’ve already announced on https://gambitious.com/projects/2496-train-fever that there’s going to be a Mac version.
mikaelMemberAttractions are planned but we’re not going to include a lot in the release version. Every town itself has a commercial district. Bigger cities have bigger commercial districts and are more attractive for visitors.
mikaelMemberShortened translation: What kind of graphical helpers are planed? A tool to display the line-heights would be great (good example described).
Answer:
We are aware of the problem with the inaccurate visualization of terrain heights. Our solution is some kind similar to your suggestion. While planning your track the terrain heights are displayed and you’re able to see the terrain changes without building anything.
We have a few graphical overlays planned, for example height curves and traffic-displays. A display mode to display the zone of influence is not possible with our simulated passengers, the player has to study the city structure and create the best possible layout without this helper.mikaelMember– The tracks define the speed limit of a section. Curves and slope influence the speed on a track. High-speed tracks can be built to increase the speed.
– yes we’re planning to add modding tools after the release.
– no, we have no plans to make a demo.
– trucks are also available to deliver cargo.
– yes
– the program will set the prices itself.
mikaelMemberWe’re going to make the train stations expendable with further platforms. Also you’re able to build different types of train-stations. Underground stations aren’t in this release but could be added after the release.
mikaelMemberOur buses will wait at a stop till the previous bus moves further. This will prevent a bus from a traffic jam. You’re able to send the bus back to depot and start his route manually later on.
mikaelMemberHi, i’m going right to your questions:
1) Yes, our goal is to give every person an individual path. It’s possible to follow them all the time.
2) Somewhere I’ve mentioned before that every person has his work-home routine with additional leisure routes.
3) There aren’t any groups to distinguish them.
4) Well this one is complicated. The passengers try to find the fastest possible route. The waiting time at a stations does affect their decision, additional trains/busses/trams do influence the waiting time. Changing a transportation does also influence the total transportation time. And if the stations shares the lines the passenger takes the first and fastest train that will bring him to his destination.
mikaelMemberHello,
Currently we’re not having a limit for the train length. But it seams so that we’re going to include it. Infinite trains disturb the game mechanics and could break the experience. The train stations aren’t expendable in length, so a train does take up some time to load/unload if it’s longer than usual.
I’m personally annoyed about the disasters in tycoon games, but they’re a part of it.
Trains will not pass through each other.
mikaelMemberTrain Fever is not going to have timetables. You can add signals or change the street layout to optimize a route .
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We did not plan to add the time freeze, but we could add it later in a patch, if it’s needed.
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We’re not a fan of micromanaging number tables and other small information. Everything that can be dealt with easy math will be done through the game.
The pedestrians for example are looking for the fastest way to work, it’s up to you to provide it for them.
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All the pictures are from our development build and nothing is final. For the four-lane streets are those street signals in the pipeline.
mikaelMemberYou’re only able to construct depots and stations, we’re focusing on transportation relevant buildings. For those you only need money to buy it. As transportation tycoon you only have to build buildings needed for maintaining a good transportation system.
mikaelMember@atpat: Yes, we’re trying to keep it simple. An update about the signaling will come in a few weeks. Block and path signals are in schedule.
An AI would be great but takes too much time for our small team. We do have difficulty levels and trying to balance them as good as possible.
Thank you for the Headquarters input, we’re trying to make something similar to keep the motivation high. -
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