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March 2, 2015 at 21:21 in reply to: I really hope dev focus shifts to map generation options… #17480tomtomParticipant
I am in complete agreement. Put this with an expanded industry DLC (reasonably priced) and it will do well. The game has a lot more potential.
tomtomParticipantThank for the tip about the Mikado, I’ve set mine to 1950 for the moment while I test things out.
So far I am enjoying the different look. UG I will pay for a dramatically improved map generator (that answers the many requests by the community) as well as dramatically improved supply chain systems (more goods types, food, luxury, mail etc). Hopefully these are things you are working on next for DLC.
258 hours on TF standard, insane!
tomtomParticipantI’m getting decent performance throughout the month, it is only the end of month issue for me right now. Perhaps when I ever “finish” a game and get to the year 2000, this might be an issue. However, with the month end performance set to get worse, I doubt I will get there.
Yes end of year is the saving issue, but the saves are going to an SSD. Like everything else, the saving mechanism should ideally be asynchronous (where hardware permits). I can live with that once a year lag if the end of month lag was not so persistent.
tomtomParticipantOn the latest build I am still getting the end of month lag.
i5 4690K @ 4.4GHz, 8GB Ram, game stored on an SSD.
Everything was going well until the 1920’s when I added several cities to my network. I intentionally have not created any super cities quickly (largest is only 628 citizens on a large map).
I don’t understand why the game has to calculate so much at the end of the month, still on the main thread. What is really frustrating is that I sold nearly every vehicle and expected the game to run fine at month end – it didn’t. Even more frustrating is that the performance is perfectly fine for the rest of the month (but even worse at year end strangely).
According to Steam I have done 244 hours in TF, probably my most played game in several years. It is such a shame to be marred by this problem. Is there any news on this being solved? Can I do anything to help provide information on this?
tomtomParticipantI tend to remove roads everywhere that are not connected to my network. I like to ensure that my network is making the most money possible. This seems to be directly aimed at stopping me doing this; I am undecided about if I like this change or not.
However, the general consensus seems to be fairly unfavorable.
tomtomParticipantI like the game and feel it is worth the purchase price.
Cool link TrainInfluenza.
tomtomParticipantDang! OK, describing any scenario can be difficult and my inability to post pictures isn’t helping either. If you decide to try again at any point, consider this:
- Start a new game, easy, flat, 1850 and with a seed of testdemo
- There is a middle town called Southwick and it has a forest to the east
- Connect a small freight station right outside the forest, ensuring that it is a freight station that you selected, not a passenger version (sorry if this seems obvious, but I have made that mistake before)
- To the south is a town called Medlar with Wesham, this has a sawmill. Again connect a small freight station
- Connect the two stations by veering around the side of the hill and then mostly going straight until you have to curve back onto your first station
- Build a small freight depot near to each station, followed by a freight depot in Medlar and Totton and Eling. Ensure you are placing these in the blue industrial sectors in each town by turning on the land use overlay
- Place 5 horse wagons on each road route
- Place a 10 goods wagon train on the main track, the frequency should be around 13-14 minutes
Almost immediately, both the sawmill and the forest should change their line status usage to yes. By the end of 1951 (20 months), each should be producing around 20-21 units. By the end of the second trip, it should be transporting around 14 units, which should bring in around $290k, enough to start making a small profit (which will grow).
Have fun whichever game you play – many fond memories playing locomotion!
Forgot to add if you get bored waiting to see if something works, just turn the speed up, especially when testing out a new route.
- This reply was modified 9 years, 5 months ago by tomtom.
tomtomParticipantHi RAAndre
Hopefully I have some helpful advice for you then. The first strategy that worked for me while playing hard was this:
- Start a small map and find a sawmill and forest that are approximately half the map apart. Ideally, both forest and sawmill should be close to a different village.
- Connect two small freight stations and a line (being careful to avoid any hilly terrain as the early trains can’t hack it).
- Have a single train with 8-12 goods wagons.
- If you feel adventurous, connect the villages to the stations with horse wagons. These wont make much extra cash though.
- Check around with the cargo overly on and cut any cargo going to your villages as part of the natural network, you want the villages to take only your goods.
- Also check that the two buildings start producing something almost straight away, just in case your frequency is too low (it shouldn’t be a problem though).
That should do it, your train will start making money quicker as it starts to transport goods back along the route it carried the wood along. It then became a matter of upgrading to a single track with a passing slip and bigger trains. There are many better ways to setup networks, hopefully this will get you started.
I do concede the point though, that it is almost impossible to create a train route in TF and have it make money straight away.
Good luck.
tomtomParticipantPartyschreck, who are you quoting there? If someone were to make assumptions, they could easily assume that you were trying to quote me and failed. Then in doing so, gave a strong indication that you are simply trolling. Only if they were assuming things of course.
RAAndre, I don’t agree that the freight model is too complicated. If anything, I feel it is too simple and easy to make extortionate amounts of money, even on hard. I think what might have helped you is a manual, a decent tutorial and better onscreen indicators. Once you start transporting large quantities of goods over long distances, the money will start rolling in.
Kamaling, I too loved Transport Tycoon and feel it is still the benchmark for games of this style (Locomotion was also compulsive gaming for me). I think the building blocks are here in TF, but the overall experience needs improving in key areas such as manageability of networks, economy complexity and balance, GUI feedback etc.
Still, I am not losing interest and am about to go back to playing, so it must be doing something right for me.
tomtomParticipantWell at 126 hours in, I can safely say, I really am not losing interest. The game may have bugs, missing features and not so well implemented features, but it is somehow (for me at least), far greater than the sum of it’s parts. For £20 (about 16 pence/hour), this feels like great entertainment to me.
My current project is avoiding creating super cities (by not tram-tracking everything) and creating sectors of the map that contain 3-4 cities which can not leave their sector by road. These medium cities then feed the traffic into a central hub which has the train station.
tomtomParticipantHow boring! Are you sure you are playing the right game?
I5, SSD, 8GB Ram
30 vehicles (Bus, truck, train)…everything is fine, no lag.
I5 OC to 4.4GHz, 8GB Ram, 7950 OC 3GB and an SSD.
Everything is set to max and the computer is not being taxed. 2.3GB of memory used, barely 30% of total CPU usage. 41 lines and too many vehicles for me to bother counting.
I’ve tried rebooting my machine and it is the same tick over from day 3 to day 4 (so no obvious memory leak). Some task is being done at this point and it is taking up the main thread.
Devs are you able to replicate this? Do you have any short term advice?
tomtomParticipantI am getting this also. I never noticed it before. The lag is about every 2-3 seconds and is starting to ruin the experience.
The general game is about twice as smooth as prior to the patch. So FPS is up from 30 to around 60, which is great. But this monthly lag (day 3 to 4, every time) is pretty terrible. I started getting this around year 1910 (introduction of cars perhaps?).
Please can we have some advice on how to mitigate this?
tomtomParticipantI agree, I would like to see the Dev’s get a little more involved on the forum. I do not agree that the game is not worth it, I have already had my monies worth in therms of play time and I am not done yet.
I am also glad that the game has done well enough to warrant a sequel.
tomtomParticipantI couldn’t agree more. A wonderful game. Incomplete yes but oh so much promise. I really hope the sales are good enough to support future expansions.
tomtomParticipantI looked at a bit of the video and it is looking good. A terrible shame that this sort of thing is not being pushed out to English speaking game sites.
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