steveb

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

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Viewing 14 posts - 16 through 29 (of 29 total)
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  • in reply to: [Discussion} Modding the industry #7144
    steveb
    Participant

    @starman001 I did exactly what you suggested… I have 1 copper mine that obviously produces copper. Then I have a “Mill” that needs the copper ore in order to make “Goods” (that the cities need)… It simply does not work. Both buildings will stay at 0-1 production even though they are connected to a city.

     

    I tried different scenarios, trucks and trains both on short distances and long, direct trains from ore mine > mill and mill > cities…

    It is not strange that it works in the vanilla… I did some digging in the exe and it looks like the main goods are defined (in some way I don’t understand yet) there.

     

    I don’t understand your half the rent example. My copper ore is made in goods which are required by the cities. The other goods are also there: oil, iron, coal etc

     

    The difference between my experiment and Gwinda’s cargo mod is that cargo mod does work sometimes and sometimes not… mine doesn’t, at least not the way it should :)) one copper ore every year is not enough

    in reply to: Higher Cargo Rates #7015
    steveb
    Participant

    @imajor that works ofc since you actually lower the transport capacity of the waggons but that does not solve the problem. you will run in negative profit either way since you will need a lot more waggons per train…

    in reply to: Errors in stderr.txt #6946
    steveb
    Participant

    Thanks for the input, Mikael! The game is working for me, np 🙂 Unless I am modding in something.

    in reply to: Mod request. Unlimited time #5904
    steveb
    Participant

    I could be wrong ofc but isn’t there a limit to how many agents there are in the first place? What does that have to do with the 20 minutes limit?

    in reply to: Lifetime of vehicle #5902
    steveb
    Participant

    The spacing only applies to buses, trucks and trams but NOT to trains…

    in reply to: Improvements #5901
    steveb
    Participant

    @Azrael why are you so aggressive in many of your posts on this forum? The OP has  a point… the feedback provided to the player through the UI is rather poor, not only when it is about depots, trains, routes but also when it’s about building the darn tracks…

    in reply to: Time Running WAY To Fast #5900
    steveb
    Participant

    +1000

    in reply to: Please remove 20 minute limit #5894
    steveb
    Participant

    This limit is somewhat confusing… Is it 20 minutes in distance (distance wise from point to point) or 20 minutes in vehicle frequency? If one line with one train gives a frequency of 22 minutes, will 2 trains cut that limit in half, say 11 or will it still be 22 because of the distance.

     

    This becomes more problematic with the industry and cargo hauling. The maps are randomly generated and in one instance i had some goods required being spawned so far from each other. No matter how many trains i added to the line, the production was still 1 for 100 years lol

    in reply to: Vehicle Spacing not working correctly? #5891
    steveb
    Participant

    @Azrael that is very useless… I never use my track(s) for 2 trains, unless it is very very small. It is also very unrealistic, not to mention that it gets worse once you got more lines covering one piece of the track.

    in reply to: When will be new in-game pictures or videos ? #2150
    steveb
    Participant

    Looking forward to that, Mikael! Keep up the good work 😉

    in reply to: in relation to the train depot. #2135
    steveb
    Participant

    This is actually a good idea. I do not know if the game will have a mechanic for maintenance but a yard would serve a great purpose for that reason. It also looks eye-candy but maybe it can be added down the road?

    in reply to: Map size #2134
    steveb
    Participant

    16×16 km is quite large but I also hope that map size is not hard coded. I know that the bigger the map the greater the specs could be but it would be nice to be able to mod bigger map size or have flexible settings available.

    in reply to: City growth #2133
    steveb
    Participant

    Hi Axel, that is great news. Are you saying that building textures/models are procedural generated? That would be wicked good 🙂

    in reply to: News on upcoming closed/open beta? #2132
    steveb
    Participant

    Just saw the news about this game and I must say am so looking forward to its release. Ofc, it would be awesome to be able to beta test and help with ironing out the bugs.

Viewing 14 posts - 16 through 29 (of 29 total)