NLTops

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

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  • in reply to: comfort functions #11969
    NLTops
    Participant

    I know you can add them from any reachable depot. I didn’t know about the nearest stop thing though. It could be my TTD/OpenTTD experience, when you clone a vehicle (first step of replacing) it will go to the first stop on the route list; trying to remain relevant information.

    Easy enough to test though.
    With road/tram/train types, I’ll create a line with two stops,
    the first stop on the list is further away from the depot than the second stop.
    I add a vehicle and see which it goes to.

    Thanks for making me doubt this presumed fact.

    in reply to: Late Game Frustration: Replacing Old Vehicles #11966
    NLTops
    Participant

    @vinkadoi

    1) If trains are magically replaced, depots will become obsolete besides purchasing. And players would sell them to reduce building maintenance costs.

    2) Better, the game would have to make an estimate and compare it to the available funds prior to the action to prevent the sale of all vehicles when only a part can be replaced.

    Though I still don’t understand why the vehicle has to be sold on the spot. They could just be given the “return to depot and sell” command as usual. This would mean the entire purchase price would need to be available in the player’s budget, excluding the sale price of the to-be-replaced vehicles. This way, trains don’t magically disappear. After all, trains dont magically disappear.

    And to make the timing of replacement work, I wouldn’t mind if replacing vehicles was still done on a vehicle by vehicle basis. This way it can be done without disrupting the line or sacrificing any passengers/cargo (Which disappear if you send a train to depot and it is carrying something.).

    in reply to: Platform length and interference #11960
    NLTops
    Participant

    @blintjens

    Please stay on-topic. Performance is a known top priority for the devs and you including that matter in another conversation is off-topic and adds nothing to the discussion.

    As for why I’m actually posting in this thread.

    You’ll all be happy to hear the first step to more station customization is in the works. The patch notes note one of the things they’re working on (hopefully in the next release; also on the way to waypoints) is station platform selection for lines. This should allow for much more intricate networks. Divided platforms is a simple step from there.

    A train servicing one line, and then splitting into two trains to service two different routes is probably a lot harder to achieve so I wouldn’t expect this for some time.

    in reply to: SANDBOX MODE #11959
    NLTops
    Participant

    I don’t need this functionality myself. I prefer playing with money and prefer if the Devs focus on things that increase the gameplay value rather than specific “I want to play like this” requests.

    If you fancy playing without money…
    You can use applications for memory editing like ArtMoney or Cheat Engine to find where your money is stored in memory and edit/freeze that value.
    There is no need for the game devs to code this.

    in reply to: [How TO] Switch Rail Lines #11957
    NLTops
    Participant

    +1

    Useful while waiting for the waypoint function. What was the point of switching the lines around in this case if I may ask? If I look at the top, it looks like blue is the first to leave the ‘pack’ and after the change has to cross the red line, where before it didn’t.

    in reply to: comfort functions #11954
    NLTops
    Participant

    Any time. 🙂
    Hehe, you were nice about asking so it’s no problem.

    As a fellow player I find it very bothersome how demanding and inconsiderate some people mention the things they’d like to see improved.

    I usually just pause, send-to-depot-and-sell for all the vehicles I’d like to replace, regardless of spacing, and before unpausing, I’d buy the new vehicles and activate them instantly.

    What I’d like to see is some kind of “skip stop”, so I can add vehicles to a line from several depots, and not just the one near the “first stop on the line”. Unless it’s there and I missed it. I know I can make it turn around.

    • This reply was modified 9 years, 7 months ago by NLTops.
    NLTops
    Participant

    I agree with Tattoo that goods requirement could be higher and this would make our train networks look much prettier. However I wouldn’t want production to ever exceed demand.

    At the moment I prefer running trains the full length of the production cycle. My favourite routes go from raw materials, around an industrial zone to a production facility, then drive back with the goods into the industrial zone on the way back, before returning to the raw goods spot. I use mixed trains (everything except wood/goods combi needs more types of carts), Even though every part of the trip half of my carts are empty, only the final lap (usually aprox. 25% of the line) all my carts are empty. (50% raw -> production, ~15-35% production > delivery, what’s left is completely empty.) Because a set of carts is cheaper in maintenance than a whole new engine, this is in my experience an effective way of reducing the time that all carts are empty. Though this is a tactic that only works when demand is sufficient, I find it to be very profitable and it is so far the only instance where I run trains with more than one cart type. (I find that visually pleasing).

    An early train cargo tip is to use signals to space your trains. Literally disect it in the same number of sections as you plan to run trains on it. This optimises spacing, which makes the frequency time more accurate and allows you to run as few trains as possible, with as much carts as needed, to allow for optimal profit.

    in reply to: comfort functions #11950
    NLTops
    Participant

    The steam release notes say:

    You may wonder what we do next. Still there is a large to-do list. One top priority issue is way points or at least line track selection at stations. Also, track construction should be more convenient. In addition there is a list of details like e.g. make cars waiting at railroad crossings. There will also be more performance optimization (especially for very large scenes) and finally, we also want to implement the widely requested vehicle auto replacement feature.

    So:

    -way points or at least station platform selection.

    -Track Construction ease.

    -Performance Optimization (still doesn’t play fluently for a lot of setups according to steam users)

    -Vehicle Auto Replacement Feature

    -Some small details like cars stopping at railway crossings.

    in reply to: Late Game Frustration: Replacing Old Vehicles #11689
    NLTops
    Participant

    A “replace with” button could be complex to implement. Consider the following questions:

    When would you pay for the new vehicle?
    What if you don’t have enough money to purchase the vehicle?

    I think the biggest issue in road vehicles and their replacements is how long it takes for the vehicles to spread out over the line. At this point it would even be better if the line’s vehicles acted as one and drove to their “spot in the cycle” before all starting the line. This way, a line might take around a month or two to get in place to start, but at least it wont take a year before they are properly spaced. Also I notice no attempt at spacing with industrial road vehicles, they drive around in the same clusters of 3 I assign them to the route in.

    If I could replace my line by sending all vehicles on that line to depot for selling, buying the new ones before they get there and putting them on the line all at the same time, and they space themselves out before starting, I’d be happy with that.

    • This reply was modified 9 years, 7 months ago by NLTops.
    in reply to: Platform length and interference #11683
    NLTops
    Participant

    I would actually prefer it if we could lay down a seperate station hall.
    And be able to snap platforms against straight pieces of track. Would make inline stations so much easier.
    Station hall and platforms are mysteriously connected with a tunnel (like they are now).
    But I’m just dreamin’.

    Also, on the Dutch A/B platforms. It happens more often that two trains linked together stop at an A/B platform, and then disconnect and both head to different destinations. You are right in that the platforms are created so that either the front or the back train can leave first. But it’s usually not two trains coming from opposite directions because of the danger of a collision. This only happens on the stations with a long platform length.

    • This reply was modified 9 years, 7 months ago by NLTops.
    in reply to: Quick Map Editor Proposal/Free help offered #11681
    NLTops
    Participant

    Thank you for your reply and consideration.
    Is there anywhere I can find details on what the team is currently working on?
    I’m very interested in what you yourselves think about the game’s future,
    but I can’t seem to find a lot on it, other than the occasional rumour and a few posts.

    in reply to: Request concerning player contact #11506
    NLTops
    Participant

    Forgot title.
    Can’t delete/modify.
    My apologies.

Viewing 12 posts - 16 through 27 (of 27 total)