Norfolk_Chris

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

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  • in reply to: Suggestion: Grass grows on unused tracks #21062
    Norfolk_Chris
    Participant

    Perhaps they could incorporate it in the ‘final’ patch?

    It would be really cool!

    in reply to: Nordic DLC #21028
    Norfolk_Chris
    Participant

    1869 – Free locos?

    I’ve just reached 1869 in the Nordic game game and found something that needs fixing in the next version.

    The buying price and the running costs for the third steam loco (DSB Litra B) is ridiculously low; £100 to buy and £10/year running costs.  [For comparison the second steam loco (SJ Litta B) cost £250K to buy and £160K to run!]

    I’m sure someone has already spotted this, but it does need fixing.

    in reply to: Nordic DLC #20911
    Norfolk_Chris
    Participant

    I’m sorry I did not realize that the Nordic DLC is still a work in progress.

    I’ve solved the problem by importing the Norris 4-2-0 mod from Train-Fever.net.  The rocket that I referred to is also available there to download.

    Sadly there seems to very little interest in early trains from 1850-1890 by the modding community.

    in reply to: A few my suggestions for new game #20895
    Norfolk_Chris
    Participant

    You can make flying junction in the existing game. …….. What you can’t make is a bog standard normal flat junction on the convergence of two double track lines!

    in reply to: A few my suggestions for new game #20880
    Norfolk_Chris
    Participant

    I have also noticed that empty freight trains weigh the same as loaded freight trains which is daft and unrealistic.  In hilly terrain were the mine or forest is located higher than the processing plant it should be possible to use smaller locomotives, as gravity would assist the descending (loaded) trains leaving the loco to haul the empty (lighter) trains back up the hill.

    I also agree that electrification should be very expensive to install initially, then the electric trains should have significantly lower purchase price, running costs and a longer life.

    in reply to: What kind of passenger line works best ? #20853
    Norfolk_Chris
    Participant

    I have found that the best system is a simple out and back.

    If you have say four cites (in roughly a straight line) A, B, C & D, build a direct double track line to serve each of them as directly and by the shortest route possible.  Then map the line as A>B>C>D>C>B (the trains will go back to A from B, so no need to map it).   Build your lines to serve as many cities as possible that lie in roughly in alignment, they will attract the maximum number of passengers.

    Circular line don’t work that well in either real life, or Train Fever!

    in reply to: New free DLCS ? #20768
    Norfolk_Chris
    Participant

    I’ve always been puzzled why Train Fever does not support a Steam Workshop; the game is sold via Steam?

    in reply to: Help me understand the arcane logic of industries #20565
    Norfolk_Chris
    Participant

    I’m sorry I can’t think of any logical explanation for this.  It looks like this could be a bug in the game a bug in the game. ……..  Perhaps the guys at Urban Games could investigate?

    in reply to: Help me understand the arcane logic of industries #20559
    Norfolk_Chris
    Participant

    Is your town obtaining goods from elsewhere?  Has it any unfulfilled demand for goods?  Don’t forget that goods will only be supplied to satisfy demand.

    I have noticed that if a town is receiving goods from more than one source, demand can fluctuate between the sources unpredictably.

    in reply to: 20 Minute rule for cargo is game breaking! Please patch! #20461
    Norfolk_Chris
    Participant

    I’m another addict who likes playing on large mountainous maps.  I totally agree with Yeol’s comments, passenger transport works fine, cargo transport doesn’t!  Here is an alternative suggestion.

    • A short time restriction is needed for cargo to limit the time/distance that cargo can be ‘walked’ along the roads.  Otherwise it will ‘walk’ right across the map rendering all our transport redundant.
    • Once cargo is loaded onto a train (or truck) there should be a much longer time limit to allow long distance transit of cargoes across large maps.
    • Perhaps it would then be possible to create distribution hubs to allow goods to be supplied to multiple cities?
    in reply to: UX/UI Suggestions #20447
    Norfolk_Chris
    Participant

    The pencil mark is NOT clutter,  it indicates that you can edit (re-name) the item.

    in reply to: Question about mechanics for devs. #20295
    Norfolk_Chris
    Participant

    My game always freezes for a few seconds at the end of each month.  (Not as long as when I save a game.)  This freeze gets longer as the population grows later in the game.  (I always play large size maps, starting in 1850.)

    in reply to: Automatic vehicle replacement problem. #20095
    Norfolk_Chris
    Participant

    Thanks, it’s nice that someone is listening!

    in reply to: Another call for map generation options! #20043
    Norfolk_Chris
    Participant

    I agree let hear if this possible.  Can we have a comment from Urban Games, please?

    in reply to: weird main connections #20000
    Norfolk_Chris
    Participant

    I’ve see exactly the same problem.  You can usually fix it by saving, exiting and then re-starting the game.

Viewing 15 posts - 16 through 30 (of 145 total)