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YeolParticipant
Despite this is TRAIN Fever, to get the ultimate achievement on hard difficulty, DON’T BUILD TRAINS. Build bus, tram and truck lines. They make easy profit, and expand fast on a large map. Connect each city with all it’s close neighbours. You’ll have many dozens of bus lines making each easily 100K – 1M per line! With some clever cargo and inner city tram lines, you’re half way victory.
But don’t build trains.
YeolParticipantThese are screenshots from a previous game where trains bunched up. You notice the ring lines (red lines) going around the small map, hitting 6 cities. One line per clock-sense. You’ll notice that one side of the map has huge numbers of waiting passengers, and at the other side are all trains packed together. I run 3 trains on these ring lines, but since they run all one after the other, the first train looses half its passengers on route, and the last train runs empty.
I do’nt know if spreading out trains, I would make less losses, but it sure is enerving. 🙂
- This reply was modified 8 years ago by Yeol.
YeolParticipantTom, was that a very nice and polite way to say “no”? 🙂 I hoped you still would work on Train Fever to improve certain aspects. The game is still played en enjoyed by many. But now you tell me to buy another game that is not yet released? 🙂
ErtO, I also played with these techniques to space out trains, but it only works when you dedicate a track per line. I love to create arteries, where many lines converge, to get that busy traffic stuff and to enjoy the train spotting. And in that case, spacing out signals is not the way to go, because it creates bottlenecks and huge delays. Economy would crumble.
But many thanks for your replies. Your replies prove that I’m not alone fighting the “beast of bunching trains”. I really hope, with a patch, to see a fix for this problem. One can only hope…
YeolParticipantI don’t see any other advantages of grouping stations then uncluttering the screen. I used to group stations often, but now I don’t anymore. Leaving stations ungrouped has to me two minor advantages:
- less (minor) glitches during modification works of lines (mentioned above)
- a more clear report about waiting passengers or cargo: per line a status, in stead of one global status.
The fact that two opposite stops are grouped by default, is a gain (again in the screen clutter department).
YeolParticipantLooks great! I also like the “role-playing” aspect of your game play.
YeolParticipantIsosdoro, that is a very interesting use of signals I did not yet discover. Great contribution! I will certainly add your suggestion to the list of reasons to use signals, and I will play with the concept immediately (that is, this evening after work). Thanks!
YeolParticipantI totally agree. I’m also big fan of the integrated network, with all it’s challenges. And that is when decent signalling becomes important for an almost trouble-free operation.
YeolParticipantYou are right saying that one can pack more trains tightly together on a track with signals every centimeter, but if you are that desperate in adding trains on a track, maybe it’s more valuable to invest in parallel tracks and get those trains running again in stead of having them packed one after the other?
Just a reflection. So, literally, you are right. I have to rephrase and argument my statement a little clearer, I think. 😉
thank you for your feedback.
November 3, 2015 at 11:52 in reply to: 20 Minute rule for cargo is game breaking! Please patch! #20465YeolParticipantChris, your suggestions are vary valid and I would be glad if it could be developed like that. But maybe the 20-minute rule for cargo can’t be split from the passenger’s one. I don’t know the code. Maybe the developers can throw a light upon the matter?
What bothers me is that one industry is willy nilly toggling the “line usage” indicator. The connection is made, cargo can travel to destination within time (mostly), all vehicles are running… but that seems not enough. Maybe one train waited a fraction too long in front of a red signal and BATS! Line usage goes to “NO”. The entire chain collapses, often to zero production. Very frustrating.
I wish cargo, as do passengers, would jump of the train when not reaching in time. That would be understandable (because of the 20-minute rule), but that the entire chain of industry is collapsing for many years (often until zero production), just because one train was at one time a little late? This is madning ridiculous.
PLEASE developers, do something about this ‘line usage” toggling. PLEASE!? Or better, get rid of the 20-minute rule for cargo. 😉
Best regards,Yeol the Clumsy
YeolParticipantI agree with Suxxor. He made a point: in “hard” mode it’s extremely difficult to get trains running with any financial benefit, but with busses and trams you can collect big bucks without any effort. The contrast is too extreme and frustrating since the game is called TRAIN fever, and trains are my passion, not busses or trams. I agree that the game should be difficult on hard mode, but then equally for busses, trams and cargo.
I have brought a few games from 1850 until 2050 in hard mode, but it were the busses and trams that kept me stay a life. Trains I had to disband after 1950 because of the exuberant running costs that mathematically could never be covered with ticket sales, combined with the total traffic gridlock bug (which now seems fixed).
This problem of the exagerated running costs of trains has been mentioned from the very launch of the game, but the developers did never balance the game, as if they only play in sandbox mode.
YeolParticipantTo my experience, the bypass may not include “foreign” intersections, nor may it bypass foreign intersections. The intersections immediately before and after the sections bypassed have to be those for the bypass itself, and the bypass may not contain an intersection between the intersections on the main connection. (sorry for the fussy explanation. It’s more difficult to explain then to do)
I did never had issues, but sometimes it’s a challenge to get it done, in a positive way.
- This reply was modified 9 years, 1 month ago by Yeol.
March 11, 2015 at 10:54 in reply to: Yeol plays Train Fever: the videos (with update anno 1960) #17825YeolParticipantI’m still updating the playlist with new content. The initial 1500 inhabitants challenge (vanilla version) about Rochford, with a video-report every 20 years, is still ongoing. I started also a modded Train-Fever series all about atmosphere and scenery, depicting Bywaterdales during the ages, following a specific train every video report. Please enjoy the series and leave a comment if you feel so.
YeolParticipantThis Cargo Mod is possibly one of the best mods out there for Train Fever! Great challenge! Very enjoyable puzzle to get the chain working.
Just one detail remark: the “Steel Mill” should be called “Iron Works” because it produces the iron pegs, and the name is confusing with the existing “Steel Works” which produces the actual steel. (Initially I hooked it up wrongly because of the confusing name)
Again, great mod, a must-have for all challenge seekers.
YeolParticipantI just started using MODS, when update 5399 came installing itself. And I confirm that all old MODS keep working nicely, even the great and challenging CARGO MOD! It’s also savegame compatible. Even my “very old” ones (from November) loaded nicely. I play European style and did not download the USA DLC though.
YeolParticipantThe developers are Swiss, and Swiss people are proud of their crocodile locomotive. They put it in the game because they like the locomotive, but in Train Fever the Crocodile us useless. As long as the developers consider freight as another kind of passengers, with the same 20 minute concept, a freight train locomotive has no means of existence in Train Fever.
I hope the developers will review the freight model and concept, so freight can be hauled as freight, with it’s specific problematic and solution.
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