RickD

Home Forums Diamond crossovers, better usability and many improvements

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Viewing 15 posts - 31 through 45 (of 64 total)
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  • RickD
    Participant

    The current model of the game revolves around supplying goods to cities so they can grow, so unless power stations need to provide power to cities or trading companies sell a product out of the game world (and there is some sort of incentive for the player other than income for goods delivered there is no point in having an industry that only consumes.

    in reply to: Wishlist for Train Fever #6716
    RickD
    Participant

    Would be nice to see optional AI companies and animated signals, as well as empty / full open wagons

    Dont think there’s any need for game over, you as the player should decide if the current game isn’t going your way and start over

    in reply to: Inspiration for others (share your network!) #6645
    RickD
    Participant

    ah ok – Thanks

    in reply to: Pinball – Ding ding no tilt #6641
    RickD
    Participant

    OP – I had the same issue with my logitech mouse, in the Mouse software it was set to act as a zoom. I changed it to middle button and it fixed the issue

    in reply to: Inspiration for others (share your network!) #6638
    RickD
    Participant

    but what does it mean when you group a bus stop with another?

    in reply to: Late Game Mechanics, people travelling by car? #6633
    RickD
    Participant

    Person…. – When you say vehicles are spacing themselves, are they just putting x amount of distance between them and the vehicle in front, or are they spacing themselves so that they arrive at each station along the line at regular intervals. I know the former of those 2 is correct for me and I even posted a thread with screenshot illustrating my point.

    Azrael – that is an option but I like having tracks in both directions, especially on long routes. I might give it a try on my longest route when I next play though to see how it goes, I guess i could use it on a double track but just remove all signals except for at stations. Have to say thought that it seems a bit silly having to judge where to put passing points, or signals so that vehicles space themselves evenly. It would be different if the train could load at the station until its path was clear, then it would be worth doing

    in reply to: Industries not producing #6620
    RickD
    Participant

    The oil well will only produce if the refinery it is delivery to has a demand of goods from towns. You will need to provide this service also. Try connecting the refinery to 2 or 3 towns and watch the production of both industries skyrocket. Don’t forget the 20 minute rule, all cargo has to reach its destination from source in this time, that includes the trip from the industry to the station, waiting time, transport time and final trip from the destination station to the specific destination point. You also need to consider that if it is quicker for a unit of cargo to travel on its own then it wont use your line

     

    Hope that helps

    in reply to: Cargo problem #6619
    RickD
    Participant

    They are automatically distributed, and while you have to build separate stations you can build them right next to one another so it looks like only one station

    in reply to: Inspiration for others (share your network!) #6613
    RickD
    Participant

    Hey Nique, how does the stop grouping work, I’ve seen it but never used it?

    in reply to: Vehcile Replacement Feature #6612
    RickD
    Participant

    IMO vehicles should have to visit the depot to be replaced, however they should do it on their next pass and then continue on their journey without losing cargo. That is unless you replace the cars as well as the locos. What I find myself doing right now is sending my old train to the depot (sell on arrival), then building a new train instantly and assigning to the line. This obvs doesn’t work if you have one depot services multiple lines as the signals usually cause jams, most of my lines are double track though so I don’t have that issue

    in reply to: To buy or not to buy, that is the question #6608
    RickD
    Participant

    I’ve played for around 15 hours so far and have to say that I like the simulation model. Although a lot of others are showing frustration as it doesn’t work in the way they expect or understand, I think I have it worked out pretty good. I have an industry producing at its max capacity (400) and my cities are doing pretty good population wise. My bank balance is over $100m and i’m in the 1920’s

    For me the graphical bugs / lack of animation aren’t super important right now although it would be good if they were fixed eventually, and the track building tool is being improved from what I understand so that you can plan multi segments before confirming and laying the track.

    in reply to: I have some questions #6602
    RickD
    Participant

    Hi There,

    Have a read through some of the posts on this forum, there are ones related to signalling and town growth, a lot of the posts are tagged and so should be searchable

    • This reply was modified 9 years, 7 months ago by RickD.
    in reply to: Late Game Mechanics, people travelling by car? #6600
    RickD
    Participant

    Azrael – For that to work effectively spacing would need to be changed so that vehicles are spaced evenly along the whole length of the line otherwise there is a need for huge micromanagement on your network. I already have an issue where 4 trains arrive one after the other and then nothing for around 5 minutes which causes my line to make a loss. I know i mentioned this in another post and using signals was suggested but that’s hardly realistic and I don’t want to have to guess where to place signals to keep trains spaced evenly

    in reply to: Town Size #6596
    RickD
    Participant

    I’d like to to know the inner working of how the game works in this respect.. ie. what does 1 unit of goods delivered to a town signify, is it directly related to x amount of growth or does it work differently. Also, when towns say the max number of goods required, and industries the max number of goods produce what is the time period for this. I’m guessing its 1 year but it doesn’t state that anywhere

    in reply to: To buy or not to buy, that is the question #6589
    RickD
    Participant

    Completely Understand Jimutt, fortunately it hasn’t happened to me yet for the 2 games I took a chance on. Its pretty obvious that TF needs a lot of work to make it the great game we all want it to be but I think the only reason the devs would stop working on this game is because of a lack of funds or a lack of interest. So if we keep posting suggestions to keep the community alive and encourage people to take a chance and buy the game if they are undecided neither of those will happen.

Viewing 15 posts - 31 through 45 (of 64 total)