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报告翻译问题
Older vehicles do not add to the cost of ownership like they did in the TF1. This makes the game easier. I did not find any mods that increase the cost of operating of vehicles over time.
No automatic replacement of old vehicles.
Towns need two resources only. There are mods that increase the amount of resources.
The industry produces no more than 400 units of production, in TF1 there were up to 1600 units. There are mods that increase the maximum production.
You can produce raw materials and don't produce finished products. In newer versions of the game, this may have been fixed, but I'm not sure. If few units of finished products are produced, then in new versions of the game, few raw materials are produced. I don't make unfinished cargo chains.
The TpF1 requirement for a complete production chain was, I'm pretty sure, an attempt at making the game a little more difficult. It did however have a couple of issues:
1. It was clearly not realistic, and we could all see that. Much more importantly:
2. It was a concept that new players often had trouble with. Just go back to the TpF forum and look at all the posts asking for help.
I think that the reduction of demand to two products per city is a better way to approach the issue of difficulty. It makes the game harder, without making it less playable.
If it helps, you could look at this not so much as the cities not demanding all six goods, but rather as the cities only presenting two business opportunities each for deliveries.
For the ones you don't see in any given town:
1. Maybe another company has a lock on the business.
2. Perhaps the people making the purchases are total wankers that we can't stand to do business with. (Does happen occasionally.)
3. Maybe the price on offer is just too low for it to be worth our while.
It is at least plausible that you're not going to get paid to deliver food to Sheffield.
However I think there is a mod for TF2 that "restores" the 6-goods-per-town demand it it that you miss. Likewise some Industry Expanded mods or similar.
Well, I do still play TF1 - I looked into TF2 for any enhancements it might have over TF1 and about the only thing I could see was some improved graphics, and a few extra building tools.
Not earth shattering for an additional US$40, and hardly worthy of being named 2.0 (more like 1.5 I would say) but I would have considered it nonetheless.
However, once I read reviews saying how easy and less challenging the game play had become I sort of gave up on the idea. So, if you know the name of that mod you mentioned I might be interested.
With regard to your points, I think TF1 was simply misunderstood due to terrible vocabulary and promotion by the game producers.
TF1 was never about the "production chain", so many people got caught up on that fact which I think caused them confusion. To understand the game, you simple have to look at it from the other end of the spectrum. TF1 was a game about consumerism and satisfying DEMAND by building a SUPPLY CHAIN - nothing to do with production.
I had the same confusion when I first played it, but once I got my head around the fact that my task was to satisfy demand, the game became totally understandable.
About the production chain, the new system in TpF 2 is much better and simple to understand. You can always set up full transport chains if you would like.
Satisfying demand is one of the ways to improve towns in both games, yes. But production is invariably tied to this, and goes hand to hand with supply chain.
And in any case, cargo has a more important role in TpF 2 in increasing city size. In TpF 1 its role was marginal, even at 80%+ satisfaction in all 6 goods, and passenger transport was all but required.
There's a LOT more changes/upgrades in TF2 than just the number of demands of a city.
Asking if there's a mod that makes TF2 into TF1 is like walking into a Ford dealership and saying you'll buy a new Mustang.... if they can make it into a '64 Mustang first.
TF2 has been out almost 2 years now. Sounds like TF3 will come out about the time you make up your mind.
A. Vanilla - easy, but mind boggling;
B. TF1 stile with mods that accomplish it;
C. Do something ingenious by using "Yeol's" and play a more realistic concept that Vanilla should have been in the 1st place.
Mods and more Mods. Either way you start at about 50 and depending on your PC you may end at 1000.
I’d much rather have the freedom that the first game offered to be able to deliver whatever is in range to begin with and then later in the game when I have the money and technology available starting plugging in the other products from much further afield.
The consequence however was that, in order to keep everything flowing to perfection you really needed to have seperate tracks for just about every cargo route.
In TF2, certainly with vanilla cargo quantities, i tend to have much more realistic train networks, i do have seperate tracks for cargo everywhere, but this enables me to send cargo across the map if i want without much problems.
What i do miss is the eleborate cargo hubs, and strategically placed inner city train stations in industry/commercial districts. Ofcourse you can make them but it's not that essential.
The only thing that should be brought back is official support for 6 town demand instead of 2, but hey, there is a mod that does it already, so all is good.
The #1 thing that TF2 that makes the game incredibly easy is that train maintenance increasing based on age was removed. WYT said this above.
#2 as Vimster stated: Industries can create demand