uzurpator

Home Forums Diamond crossovers, better usability and many improvements

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Viewing 15 posts - 31 through 45 (of 114 total)
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  • in reply to: [Req] Freeze Time #14876
    uzurpator
    Participant

    You can reach this state “de facto” by editing the resource files and ensure that anything created before year X is permanent ( just set yearTo = x property to 0 ) and anything introduced past that year is never introduced ( set yearFrom = x to absurdly high value – say 99999 ). Time will pass normally, but your technology will be frozen at a given year.

    in reply to: faulty steam code forces online purchase #14836
    uzurpator
    Participant

    Seriously, what other options are there?

    in reply to: [REL] Balance Mod #14820
    uzurpator
    Participant

    It is intentional. Although I see it as problematic, now that you mention it.

    The rationale was to make them less competetive with rail. The historical reality was, that railroads were such a revolutionary invention that all other forms of transport. Horses needed to be fed, switched and could barely move the tonnage. Average horse cart could only haul 0.5 to 1 ton of cargo, depending on circumstances. Average speed of 7km/h is actually quite optimistic. 15km/h, as in base game, would kill the animals pretty darn fast.

    I’ll take a look if I can make something about it.

    in reply to: Crash 2008 #14782
    uzurpator
    Participant

    The game will crash if there is a vehicle introduced on 1st of january that has the TGA 2d image ( the side view ) using the compressed TGA format.

    Actually, the game will always crash if you use image format different then straight uncompressed tga.

    uzurpator
    Participant

    Signed. Excellent suggestion. We could create hybrid freight/passanger stations or we could freely expand existing stations.

    +1

    in reply to: Everything is a main connection! #14739
    uzurpator
    Participant

    Ok, I have played abit with this.

    This is beyond retarded. Not only it is bugged as hell, it also feels like UG is force the players to do what _they_ think is right.

    Remove this crap. ASAP!

    in reply to: Open Letter to Urban games #14720
    uzurpator
    Participant

    Signed.

    in reply to: [SUGGESTION] Add "Replace Now" button to auto replacer #14712
    uzurpator
    Participant

    Yes. I want a tool that would allow me to schedule replacement of 7 trains on a busy route without compromising line rythym and without my 20 or so minute involvement.

    in reply to: Everything is a main connection! #14710
    uzurpator
    Participant

    The game appears to emit wrong message when It cannot remove road for any reason. I am not having this problem in my games, but I am usually 1billion in the green 🙂

    in reply to: [REL] Balance Mod #14645
    uzurpator
    Participant

    Mod has been updated to version 55, to be compatible with build 4831 of the game:

    http://www.train-fever.net/filebase/index.php/Entry/535-Balance-Mod-UPDATED-for-4831/

    in reply to: [SUGGESTION] Add "Replace Now" button to auto replacer #14625
    uzurpator
    Participant

    Now THAT was a ninja update 🙂 There was no 25% change in the morning ( version 4820 I believe ), now there is one. Thank you. This is a sensible workaround.

    in reply to: Degraded performance after Yosemite upgrade #14621
    uzurpator
    Participant

    What is Yosemite?

    in reply to: Can resources run out? #14570
    uzurpator
    Participant

    Yes, they kind of can.

    The world in TF is always balanced. if the world can accept, say, 100 goods, then the steel mill can accept only 100 coal and ore.

    If, for any reason, the steel mill cannot produce enough goods, it will reduce its needs and thus may choke one of its suppliers. It happend to me once, when I removed a piece of road uponwhich goods were travelling to town. In a matter of days the steel mill reduced the production by about 60, sending ripples of production reduction to its suppliers.

    There is also the case with full-load order. If you add a vehicle with just abit more capacity then needed and with travel time edging on the 20 minutes and then order it to full load, then it will slowly degrade the production of the industry over several months or years.

    in reply to: New to Train Fever, worth buying? #14546
    uzurpator
    Participant

    Riche – both are features.

    Electrification is clumsy and the game offers way too narrow choice of vehicles to make it a strategic decision. Once Crocodile comes along, you have to electrify. Catenary was made free because of eye candy.

    High Speed Track was made expensive to encourage conversion of those stretches of the railroad which trains can actually travel at 120+ km/h.

    gGeorg – I wanted to illustrate differences. 20 car train in regular TF is matched with at least two 20 car trains in BM. There is a kicker tho. 20 car freight train at the end of the game would weigh about 1600 tonnes. YOu would requre alot of locomotives to handle that. So in result a single 20 car train in regular TF is kind of replaced with 3-4 10 car trains in BM.

    uzurpator
    Participant

    So much this. Since I always use 160m stations, this is crucial to avoid graphical glitches.

Viewing 15 posts - 31 through 45 (of 114 total)