Traian Trante

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  • in reply to: Unexplained train slowdowns #21388
    Traian Trante
    Participant

    I also delete and rebuild everything but sometimes that just doesn’t work. I get the same slowdowns with the new track.

    in reply to: Should I build single or double tracks? #21259
    Traian Trante
    Participant

    For isolated transports that don’t need to be in a network, a sigle track does the job just fine. If it requires a lot of capacity, make a longer train by putting multiple engines on the train.

    in reply to: Did Urban Games forgot about cross-tracks? #21221
    Traian Trante
    Participant

    To make a decent looking cross-track using bridges, first lower the track and terrain on the section you want to cross, then build the bridge on top of that lowered section. It works great !

    in reply to: Suggestions: delay signals #21194
    Traian Trante
    Participant

    Guys this was an easy enough to implement suggestion and it was one of the best suggestions I’ve seen posted on ths forum ? Why didn’t you implemented it on the last patch ? It woudl have made the gameplay so much better !!!!! SOOOOO much better !!!

    • This reply was modified 6 years, 6 months ago by Traian Trante.
    in reply to: [Mod Request] Higher goods demand #21057
    Traian Trante
    Participant

    Yeah, i made a little script that divides by 4 all the capacities (buses, trams, trucks, trains). It works great. This way I at least get to play with long trains…. However the map is not big enough to allow for long trains; it completely breaks my immersion.

    in reply to: Question about ATT mod #21034
    Traian Trante
    Participant

    A way to do this would be to create markets or en-gros goods depots (end industries, really) that combine several type of goods into the generic “goods”. You will have to place each of this new industry in a city manually, using the map editor (once that is out).

     

    For instance in a mountain city you will place a market that demands lumber, food, and coal.

    in reply to: [Mod Request] Higher goods demand #20921
    Traian Trante
    Participant

    Personally i modded all my vehicles so they carry 25% of the current capacity. I definitely can’t supply more than 5 towns with one industy even using the most complicated rail network i can build. It makes for a very interesting gameplay….

    in reply to: World seed list #20920
    Traian Trante
    Participant

    Seed: BigFuckingRiver

     

    Hilariously, i got a huge river map with three lakes and perfect industry placement……..

    I use kiwi’s ATT, and:

    areaPerTown = 24.0,– km^2

    areaPerIndustry = 3.5,– km^2

     

    in reply to: [Mod Request] Higher goods demand #20851
    Traian Trante
    Participant

    the file you need to modify is: res/scripts/buildingutil.lua.

     

    find inside that the 4 functions like:      buildingutil.make_industrial_0_default() ,  buildingutil.make_industrial_1_default() , 

    etc….

     

     

    inside each functions there is a line:         capacity = { 1, 4 },

    change that 1,4 to 1,20

     

     

    1,4 means a certain building will demand 1 to 4 goods. 1, 20 will make that building demand from 1 to 20 goods, depending on the development level of that building

     

     

    Hope this helps…

    • This reply was modified 6 years, 7 months ago by Traian Trante.
    in reply to: Trouble With Cargo #20836
    Traian Trante
    Participant

    I also have issues with cargo in all my games. It especially happens if you try to deliver from one source to two different industries and the travel time differs.

     

    For instance if i have a forest delivering to a samwill close enough by trucks, that route will start developing and reach max potential really fast. However, if i try to deliver fom the same forest to another samwill using train over a longer range, everything goes to hell. The business MAY recover in 50 years or so, but the second sanwill never reaches full potential.

     

    Another issue that I found repeatedly is when trying to supply the same city from two different sources (refinery and samwill). That almost never works, especially if the supply route is two long range trains.

    in reply to: Suggestions/Fixes #20772
    Traian Trante
    Participant

    I’d like an camera option to follow a specific wagon. For instance when i press alt-right click i want to follow the wagon I just clicked. Right now i can only follow the locomotive.

    in reply to: What is next ? #20764
    Traian Trante
    Participant

    Tom, Thank you !

    When you said 2 weeks and you put our minds at ease. It doesn’t matter that much if that after those 2 weeks you will tell us that plans changed, stuff has been delayed. All that is fine, part of the dev process. I will personally understand and appreciate that you took the time to give us the news, even if it’s not good news.

    in reply to: Another call for map generation options! #20076
    Traian Trante
    Participant

    Yeah, i would kiss the feet of the devs if they give us a map editor…..

    in reply to: Suggestions: about the new cargo system #19953
    Traian Trante
    Participant

    I would pay for it because i recognize the 20 $ would not have covered it.

     

    Provided the game would have been working good form the start and had a lot of features they we’re now begging the developers to implement, it would have been worth 30 usd ( or even 40 usd if done right ).

     

    It wasn’t done right, therefore the 20 $ i find acceptable for this game, in it’s current state. Which doesn’t scratch my ich. I want more, and I’m willing to pay for more.

     

    in reply to: Suggestions: delay signals #19839
    Traian Trante
    Participant

    This is an elegant way of spacing trains , i like the idea. Myself I imagined such a feature beeing impleented in the “Wait until full load section” but this is better. +1.

Viewing 15 posts - 1 through 15 (of 154 total)