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Still would've prefered a RT approach, but realise that it's very complex to do right.
However, I don't see how that would make cargo hubs entirely pointless. You would just need to think more about where it makes sense. Besides ofc, that we don't know yet how payment works.
As mentioned by the Colonel, there will almost certainly be mods to remove these limts anyway.
Otherwise, enjoyed the interview and sounds great.
I finally know who my campaign-god is. ;)
I'd say it's likely a performance-related decision. It's never a good idea to program something that copies larger arrays all the time. Having looked at how to vary cargo needs between cities and buildings (which hasn't been flexible because of the table array used), it's a preferred change for me.
Lets asume small map, 6 cities. Means 12 cargo routes delivery. Its barely one cargo hub, if all routes are redireted to one point. And thats all. Map is done.
Current we have 6 x 6 means 36 cargo routes. Makes butifll bussy cargo hubs. almost everywhere.
I was thinking, is it possible that small vilage need 2 cargo, then it grows so need more. So finaly the biggest city need all 6 cargo to support growth.
That would make a nice mechanic.
I can understand they are saving CPU resorce from logistic maths, then reroute to graphics, its ok, just dont be so harsh.
Make a mechanic where you can develop a one megacity with need of 6 (full list) cargo.
It would add a goal for free game. Some taste of campaign, an default goal for the free game, make one city big enogh to demand all cargo.
I'd also appreciate if percentages were included in the towns window pane on the left for both passengers and cargo (I find myself often looking at this):
https://steamcommunity.com/sharedfiles/filedetails/?id=1801523489
I'd suggest it should also be possible to restrict a town to specific zones too (some of those towns are clearly commercial and industrial buildings expanded rather than residential).
If I would use cargo hubs there would be only 1 train running from hub to city no matter how many different goods it demands. So I don't see the difference. And since cities don't demand the same goods (OK this I assume) and there will more different carco types than in TPF I would expect your hub to be more busy not less.
The map could start with a default of 2 resources per city and then the player could change this using the map editor if they want.
It's not just the changes to cargo for cities, it's also the changes to industry (eg raw material production), they are going to change our whole strategy in the game!.
But many towns need many things.. So there will be overlap.
So hubs would still be important.
I agree, you will have to move cargo further (not just to the nearest city) so cargo hubs where cargo can be moved from train to train might become more likely, not less likely!.
In Transport Fever a Industrial building required all 3 industrial cargo types
30 Industrial buildings that accept cargo type A, B, C
But what if each building only accepted one cargo type but there where different types of Industrial buildings
What would be the difference in CPU usage between
A city with
30 Industrial buildings that accept cargo type A
vs
10 Industrial buildings that accept cargo type A
10 Industrial buildings that accept cargo type B
10 Industrial buildings that accept cargo type C
So in fact you create a system of longest possible route for six cargo types to any city. That is current game. That is the challenge.
Planed game sounds like guted out. Look at railway empire. Limited products delivery, limited cargo hubs, boring gameplay.