mikael

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  • in reply to: Fahrzeugbau, Fuhrparkerweiterungen #1474
    mikael
    Member

    Wir verwenden Softimage XSI, der Import funktioniert jedoch mit obj files, nur bei animierten objekten werden FBX Dateien verwendet. Ein Handbuch wird es auch geben, hat bis zum release aber keine Priorität.

    Wir haben bereits eine grössere Liste an Fahrzeugen welche es geben wird, diese wird jedoch noch überprüft.

    Die Spurgrösse so wie die verschiedenen Spannungen beachten wir nicht. Schiffe, Flugzeuge und Seilbahnen sind bisher nicht geplant.

    in reply to: Fahrzeugbau, Fuhrparkerweiterungen #1469
    mikael
    Member

    Wie erwähnt haben wir uns noch nicht um die Details gekümmert, wie dies integriert wird. Die optimale Lösung wäre eine Steam-Workshop integration, damit wir Kontrolle über den User-Content haben und uns nicht um die Verbreitung kümmern müssen.

    Addons sind geplant, werden aber bestimmt auch spieltechnische Erweiterungen beinhalten.

    D.h. wir werden sowohl User Content wie auch Addons bereitstellen.

    in reply to: Fahrzeugbau, Fuhrparkerweiterungen #1467
    mikael
    Member

    Wie wir den User-Content verbreiten wollen steht noch nicht fest. Ob wir auf der Homepage die Contents bereitstellen oder den Steam-Workshop integrieren müssen wir nach dem Release abklären. Es wird jedoch bei erfolgreichem Verkaufsstart mindestens ein Addon geben welches wir bereitstellen und einige neue Inhalte & Features mit sich bringen wird.

    Translation:

    Question: How do you provide user generated content? Or are we depending on addons/dlc’s?

    Answer:

    We’re implementing the modding features after the release, we haven’t decided yet how to provide the user content. Maybe we’re implementing the Steam Workshop. If we’re launching successfully we’re going to release at least one dlc with new features and content.

    in reply to: Sprache #1466
    mikael
    Member

    Wir wollen das Forum möglichst in Englisch halten, kann einer aber kein Englisch ist es kein Problem wenn sein Beitrag auf Deutsch ist. Notfalls genügt auch eine Übersetzung von translate.google.com.

    Da wir im moment eine kleine Community haben, sind weitere Untergruppen im Forum übertrieben und spalten die Community weiter.

    English:

    We’re trying to keep the forum in english, even a translation from translation.google.com is suitable for the english translation of a post.

    in reply to: Giving Thanks/Questions/Ideas #1452
    mikael
    Member

    Hi there,

    Thank you for your kind words. We try to create the best game we can in the time we’ve got. Our goal is to get the transport tycoon games back in business with new technologies and accessible controls that meet the current standard. We’re happy about every support we get from the community.

     

    About your questions:

    1. Yes, there are leisure transportation needs.
    2. No, we’re not going to give the player control about the pricing. The attraction for using the players transportation mainly depends on the time benefit the inhabitants will get using your public transportation line.
    3. Train Fever is focused on managing your transportation empire, we don’t include additional income facilities.
    4. The cities grow autonomous, but the player’s influence will increase the growth drastically. You as the player are able to build your own roads which the city will include into its own structure.
    5. We do have a signal system for our tracks. Trains are not going to pass through each other, you have to create good signals and create a nice layout.
    6. An in-game year will pass in 6 minutes. You’re able to speed the time up, what will shorten an in-game year.
    7. Not in the release version. We’re eager to create a multiplayer and some AI competitors, but not in this version .
    in reply to: Monorail #1444
    mikael
    Member

    Thanks for your input, we hadn’t in mind to add monorails as DLC. If  Train-Fever sells well we could consider to create further DLC with monorails.

    in reply to: Real cities? #1443
    mikael
    Member

    Our cities are generated randomly, depending on the players action. This doesn’t fit with the idea of real cities. After release we’re going to give the community our  tools to add content for the game, so the community can add landmarks. We don’t know yet if it will be possible to create your own maps.

    in reply to: Freeplay Mode ? #1442
    mikael
    Member

    Hi,

    We’ll give you a Free Play mode with several objectives to reach while playing.

    In this first release this is going to be the only mode.

    in reply to: Warehousing #1407
    mikael
    Member

    Hello Richard

    We do have warehouse facility but they wont have the same purpose like in Transport Giant.

    You won’t need supplies to build your buildings, all you need is enough money and the right year.

    We’re hard at work to give you some updates about the game soon. The closed beta is planned for Q1 2014.

    You’ll need Windows XP at least to play the game.

    Greetings

     

    in reply to: Different types of bridges, stations etc. #1389
    mikael
    Member

    Good morning and thank you.

    We’ve got different bridge types and stations. There are 3 sizes of stations, small, medium and large. The amount of platforms for every station can be adjusted. There are two Railroad types available with different speed limitations.

    Toll roads aren’t planed.

    in reply to: Electricity and electric trains #1382
    mikael
    Member

    1. We just simplify it to electrical locomotives.

    2. No, as before we try to simplify it. Later in the game you’re able to upgrade tracks with high-speed tracks to increase your profit.

    3. Yes, it’s possible to add more than one locomotive to increase the power of a train.

    4.  It depends on the train you’re going to use. Some can be arranged freely, others have a fixed configuration.

    in reply to: Weather and seasons in train fever? #1381
    mikael
    Member

    We would love to include weather effects and day and night cycles, to add even more stunning visuals and further gameplay events to the game, but we don’t see the need for the release version. Day and night cycle would be to nervous, because an  in-game year passes in six minutes.

    The towns and forests grow dynamic, so you’ve got a lot of change in your world.

    in reply to: Passenger car classes #1380
    mikael
    Member

    Hello Vasya

    We’re not going to include different classes for passenger trains. The wagons will change due to the current era and you’ve got always at least two different options of passenger wagons to choose.

    in reply to: Attaching and detaching railcars #1379
    mikael
    Member

    Hi,

    As in Transport Tycoon it’s only possible to rearrange your wagons at the depot.

    in reply to: Unified Rail System #1378
    mikael
    Member

    It’s possible to plan your lines as you’d like them. One train can only drive on one line, you can transfer them to another line if you’re going to need more trains on another line.

    A train can handle passenger and freight wagons at the same time, that’s up to you. You’ll have consider the different capacities and look for the needs of the destinations.

Viewing 15 posts - 331 through 345 (of 354 total)