Yeol

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  • in reply to: Signaling: what can i do with path signals in stations? #9062
    Yeol
    Participant

    @Emeg, that is exactly how I experience the working of the signals. Once one understands how they function, they do a pretty good job. You wrote down the working very well. It will be very useful for many reader who are still struggling with the signal system. Thanks!


    @Vinkandoi
    , that is a very interesting discovery. I will try it this evening.

     

    • This reply was modified 9 years, 7 months ago by Yeol.
    in reply to: The dreaded spiral of endless debt. #9061
    Yeol
    Participant

    Its 1960, same game I started a almost 2 weeks ago in the year 1850 on hard mode, and I encountered a total implosion of my railway system.

    All went very smooth. I maintained a small profit from my train network although the running costs were above €10M! a year. The 20+ trains picked up about 100 people per run, all went well.

    Then I place one signal wrong. I did not notice it until I saw my small wallet slink at an unusual fast rate . I suspected my rail system, and indeed a huge, HUGE jam of trains around that one signal. The time I tried to unjam the trains, a year want by. I got a deficit of €12M! and I could not delete that one 300 euro signal that caused all misery because of the debt.

    Out of despair I sold all my trains, and all bus, truck and tram lines that were making losses. Now I have a deficit of about €10M, and a collection of scattered bus and truck lines, just making a profit, but with vehicles that are getting older each year.

    It’s a hard game, and it will be a struggle to reach the year 2000…

    Yeol
    Participant

    I don’t eigther want a pop-up when a line makes a loss. That would be too much, agree. But when a line has NO INCOME at all in one year, I suspect a problem. Then I like a popup. 😉

    in reply to: My city (hard) #8906
    Yeol
    Participant

    Fantastic! I’m at 750 residences, also on hard mode (the year 1950). So no where near what you managed! Great job!

    in reply to: prussian KPEV pack #8902
    Yeol
    Participant

    I can’t help with the modding, but I’m looking forward to the KPEV mod pack. Belgian railways received 3000+ KPEV locomotives in 1918. So for Belgian Train Fever fans also very interesting to have them!

    in reply to: My city (hard) #8892
    Yeol
    Participant

    Congratulation! Your city looks great, especially on hard mode! How many residenses?

    in reply to: Future of Train Fever; Introduction #8880
    Yeol
    Participant

    Great to read your enthusiasm about this game. I feel the same about it, it just great, full of potential!

    My primary points on the wish list are

    • underlaying complex economy (like RT3) to drive the 20 minute system (which is fine for passengers, original concept and working in practice)
    • an alternative to the 20-minute concept for freight (perishable, bulk, …)
    • the path system more elaborated (waypoints, alternative platforms, signalling, more specific load/unload options…)
    • more divers and dynamic industry (based upon the new economical model)
    • more natural and logical placement of industry
    • 5th type of buildings: public buildings (schools, administrative, universities, sport complexes…)

    My wish list is a lot longer, but in the first place I really would like to see a deeper, more complex game.

    in reply to: Belgian Trains #8862
    Yeol
    Participant

    Beste Banter,

    ik heb een website met foto’s en aanvullende informatie over de varkensneuzen, de duikbrillen en sommige reeksen tweetjes. Je ben vrij om alle foto’s te gebruiken. Ze zijn vrij van rechten (meestal zelf gemaakt) en dus vrij te gebruiken.

    https://sites.google.com/site/spoorspotter/home

    Over de Belgosche spoorwegen zou ik uren kunnen doorleuteren, maar dat heeft hier weinig zin. Het zou al mooi zijn wanneer we een paar Belgische treinstellen zouden kunnen inzetten in Train Fever. AM75 en AM96 zijn alvast welgekomen. Stiekem hoop ik toch ook op vb een typisch Belgische eloc reeks 22, 23 of 25, een diesel reeks 59, 62 of het mooist de 55. En als rijtuigen natuurlijk de M2, M4 en M6.

    De stoomperiode is een heel ander verhaal. 😉

     

    Yeol
    Participant

    I don’t see it as a missed opportunity, in the contrary, I see a couple of young and devoted developers who are eager to present their first “child”. They wrote a very promising game, with lots of flexibility. I’m convinced they will do anything to make this game work, as it’s their pet-game.

    And one can see more and more that the gaming industry is launching games with a total lack of content with too many bugs for the community to debug and report. The testing phase has been pushed out to the community. And with DLC’s they’ll have a nice extra income to deliver the lack of content afterwards, in little pieces. I don’t agree with these evolution, but alas…

    I adore also the complex Paradox games with my personal number one, without contest: Crusader Kings 2

    Yeol
    Participant

    You have the full version, and it’s a great game.

    I’m very pragmatical, and like to dive into things to try and find out how they work. This game is very peculiar, and need a bit of understanding and technical knowlegde of programming techniques to be able to play it smoothly. I can imagine that for those who like to go by a manual to learn the howtos, they might have a bit of difficulty to grasp the game. This game lacks all type of information on how to play it. But I’m sure the developers are working on it.

    About your accusations:

    no AI? That’s how this game has been presented, so no surprise here, but as intended.
    horrible UI? UI is doing a great job! city development, cargo hubbing, path finding, signaling…. All very convincing!
    lack of content, very few kind of factories? Agree, they are working on it, Mod community is getting under steam.
    – crashes, bugs? A few, but developers are working on it on highest priority!
    no waypoints, dynamic stations? On the wish list of many, but without is’t a nice challenge to get things done.
    no manual? Agree, read above
    pathfinding errors? You mentioned in fact the lack of waypoint and alternative paths again, because the pathfinding itself is more then ok.
    very limited and static industries? The game follows the 20-minute concept. That’s fine, but also would like to sse a more complex economical model added to drive the 20-minute system. So, again, see “lack of content”?
    no multiplayer? The game never claimed to be multi-player.
    lack of information about further updates? I would also like to see the developer’s list of priorities and work-ons, but this has nothing to do with the playability of the game itself.
    no hybrid stations? Again, repetition, see “lack of content”
    etc… out of ideas?

    Your statement is true the this game lacks all information about how to play it, by what rules one has follow to make things work. It need a good manual, in-game help-tools and clear feedback reporting upon conflicts or errors! But beside that, I don’t see a lot of critisism.

    Again, as a pragmatician, I’m having a great time, and adore the challenges to get to know and understand the game. This game is a great concept with a lot of potential. I’ll recomment it to anyone who’s in for having fun with trains, trucks and busses.

    • This reply was modified 9 years, 7 months ago by Yeol.
    in reply to: Belgian Trains #8839
    Yeol
    Participant

    Belgische modellen zouden inderdaad heel erg welkom zijn, met niet te vergeten de Belgische stomers, de eerste diesels en elektriche locs, railbussen, autobussen, Belgische seinen, bovenleiding, stationsgebouwen….

    Vb de AFB’s (bolle neuzen) zijn waarschijnlijk vrij gemakkelijk te maken vertrekkend van het bestaande Nohab-model. Niet helemaal ok, maar toch overtuigend met een eigen texture.

    Ik heb dus ook hevige interesse in Belgische modellen voor Train Fever. 😉

    • This reply was modified 9 years, 7 months ago by Yeol.
    in reply to: Achievement bug – Museum line #8832
    Yeol
    Participant

    I was also trying to obtain the museum achievement with all passengers road vehicles. But since you noticed that the description does not seem to correspond with the actual trigger, I’m letting it go. It’s 1951, and I can’t buy the oldest buses, trucks and trams anymore. It will be for another game…

    I hope the developers will correct the error in the description (or trigger), though.

    in reply to: Little help with 2 way between city #8829
    Yeol
    Participant

    It’s difficult to imaging your specific railway network and its setup, but did you place intermediate signals on each stretch of line to divide it into smaller blocks? This would increase the capacity of your lines.

    in reply to: Disappointed… #8825
    Yeol
    Participant

    If it’s confirmed that McAffee targetted Train Fever falsly as infected, I think that the developers have to collaborate with McAffee to solve the issue. So, I propose to post your observation (complaint) to the developers. If it’s a general problem, they will take care of it, I’m sure. 😉

    in reply to: Signaling: what can i do with path signals in stations? #8824
    Yeol
    Participant

    For the moment alternative paths and waypoints are not implemented in the game. Paths (and so the used platforms) are fixed and chosen by the system. The general demand is high to have waypoints and alternative paths introduced in one of the next upgrades, but it’s to the developers to decide whether or not to implement it.

    The only options you have for the moment to play with are:

    • stations used as waypoints (eg separating freight from passengers traffic)
    • one way signals to separate opposite traffic
Viewing 15 posts - 121 through 135 (of 179 total)