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Home Forums Behind the scenes #4 – Sales, distribution, piracy and marketing

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Viewing 15 posts - 16 through 30 (of 47 total)
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  • in reply to: Losing interest in this game #12961
    Neldot
    Participant

    After playing the game for 318 hours, I must agree that the economy system and the 20 minutes rule, that initially seemed so interesting and new, are severely broken. The game economy is just not suited for trains, in a game called Train Fever.

    Sure, you can work with it when you understand how it works, and I did it making a lot of money on hard level, but to me it constantly feels like exploiting/cheating, not like playing a real transport simulation…

    I have lost interest in playing too, and at the moment, apart from all the bugs and the performance issues that are still present, I believe that the whole game economy (and citizens management) should be reconsidered and rebalanced to keep the players interested.

    • This reply was modified 9 years, 5 months ago by Neldot.
    in reply to: [BUG] Impossible to build long double track tunnels #12241
    Neldot
    Participant

    After some testing, I discovered that it has to do with slope and curvature of the tunnels, and affects bridges too. Only flat and slightly curved or straight tunnels (and bridges) can be doubled easily. Doubling a long curved tunnel or a long curved bridge is almost always impossible.  I hope that this will be fixed…

    in reply to: controls #12214
    Neldot
    Participant

    Yes, click on the viewfinder icon in the vehicle window, and the camera will follow the vehicle.

    in reply to: Tram & Truck fever – or to much realism #11885
    Neldot
    Participant

    I second waflija’s opinion, and this is especially visible playing on high difficulty level. Intercity tram lines (together with truck lines) are the only way to make a good profit at least from 1850 until 1900, and even after 1900, trams are always a better solution for short/medium distance lines between cities.

    Only longer lines become profitable by trains, but due to the limited map size (at maximum size too), it’s extremely difficult to have more than 2 long train lines on any map.

    As already said, too high loading/unloading times of trains, lack of very small train stations and too high maintenance costs for trains, together with some other factor, all contribute to decrease the train lines appeal versus tram lines in the limited size maps of the game…

    in reply to: [Request] Change colour of line #11624
    Neldot
    Participant

    Meanwhile, I suggest you a simple workaround for this issue.

    I create a certain number of lines, until I get a line with the color that I want, then I simply delete the other unnecessary lines.

    The number of colors is however a bit limited, but this workaround is very useful to avoid duplicate line colors in the same city.

    • This reply was modified 9 years, 6 months ago by Neldot.
    in reply to: E 103 dissapears…. #11080
    Neldot
    Participant

    It’s not a bug, it works as intended. The E103 is available in game from 1965 until 1997.

    If you want it available for more years you must edit the br_103_1.mdl file (if you download “tf-edit” from the german forum is easier to edit vehicles).

    • This reply was modified 9 years, 6 months ago by Neldot.
    in reply to: ČKD Praha #10762
    Neldot
    Participant

    Very beautiful model, thanks Alex.

    I hope to see also your beautiful Tatra T1 (done for CIM2) converted for TF.

    in reply to: Intercities? #10431
    Neldot
    Participant

    The 20 minutes rule is quite challenging, but it kills realism (and long routes) because it doesn’t consider long range traffic (business, tourism etc.). In my opinion, to balance the game, there should be a bit of long range traffic.

    Perhaps, they could implement a richer class of citizens that travel for pleasure/business and aren’t subject to the 20 minutes rule.

    in reply to: Timetable and/or Priority-function #10383
    Neldot
    Participant

    At present, a timetable would be scarcely compatible (as the “waiting for full load” is) with the 20 minutes rule and the vehicles frequency that is the core mechanism of the game economy.

    • This reply was modified 9 years, 7 months ago by Neldot.
    in reply to: Anybody with local and regional passenger lines.. #10381
    Neldot
    Participant

    I tried it. As Mykel said, it works only with a small train like the railbus, that have no substitute in modern times (why modders don’t focuses on some modern small EMU/DMU and continue to give us  pointless big trains?)

    This is not only because of low passenger demand, but mainly because in shorter routes loading/unloading time for bigger trains takes too long to make good frequencies.

    Neldot
    Participant

    I regularly add tram lines to my hub cities, and I currently got in a city a population of 1500 in only 80 years (1850>1930), on hard difficulty. The city has 2 train lines, 5 tram lines and 1 truck line for goods.

    I think that the secret is having an high % of population using your lines in the city. In the city that I mentioned I have 90%, but I think that a 70/80% is enough to stimulate city growth. I see that cities with 50% or less have almost no growth. Of course, you must also have the goods need completely fulfilled.

    To make the population use you service (and to have a good profit too), your lines must connect strategic points (using the zone map).

    What a pity that in 1930 my game is already almost unplayable due to the high lag, there is too much people moving around. When a lot of cars will appear in 1940/50, my map will completely freeze….

    in reply to: Tram for the moon! [funny glitch] #10030
    Neldot
    Participant

    Indeed, the tram came down materializing directly to the next stop, without caring of the sky jump. ;)

    Aside from the “glacier express” achievement, I didn’t receive any money bonus for the first tram to jump in the sky…

    in reply to: Country road malfunction #9794
    Neldot
    Participant

    If the road is near a city, I think that this behaviour is not a bug, but it works as intended, probably because the game AI doesn’t allow high speed roads in urban zones.

    in reply to: Train Fever Wish List #9751
    Neldot
    Participant

    This is my wishlist (sorry for redundancies):

    track planning in segments before actually building it;

    – a minimap;

    less pillars for the bridges and a better way to place bridges and tunnels avoiding collisions;

    separate tracks for trams;

    fix of the bug that make impossible to delete some tracks or tunnels;

    trains economy should be rebalanced, and trains should get more income than trams (higher fares as in reality). At the present, at hard level of difficulty, intercity connections operated with trams or buses make millions, while the same routes operated by trains barely manage to survive;

    a map editor and more options in the random maps setup, (such as map elevation, number of cities, max city population, etc.);

    scenarios/missions to accomplish.

     

    Thanks to the Devs and keep up the good work!

    • This reply was modified 9 years, 7 months ago by Neldot.
    in reply to: Bridges require way too many pillars #9686
    Neldot
    Participant

    I agree, this is what we need in game!

    Please Devs, take the time to halve the number of bridge pillars in the game, the change should be easy and the result is really better!

Viewing 15 posts - 16 through 30 (of 47 total)