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回報翻譯問題
- wagon based transport (goods transported by rail based on wagons with goods from one point to another)(needing also the following options);
- shunting;
- capability of giving orders/a timetable to engines to accomplish tasks;
- newer engines 'running around' a train instead of the 'magic flip';
- older engines using working turntables;
- different speeds depending of the direction of the engine (mostly for steam engines) and in case of pushing/pulling a train;
- 'wagon-management'.
(I'm beginning to wonder if I live long enough to see a game with all of that. Maybe the railroads are just too complicated to simulate all of that.).
(edit: typo)
IHMO I think that these improvements require quite a strong PC and my pocket money will prevent an update of that magnitude
1. Engine maintenance and refueling - Railroad Tycoon 3 had functional water towers that steam engines had to visit at intervals. Different engines could be better or worse not just based on speed or tractive effort, but also in terms of maintenance intervals or costs.
2. Cabooses as part of the base game - we have them as mods, but they should be mandatory at least until a game event triggers (or they stay as a required component, but just turn into FREDs after a given year). Maybe passenger trains have observation cars that qualify as cabooses, or just enforce the rule only when freight cars are included in the train.
3. Yard tracks - instead of loads accumulating as boxes on a platform, they might show up as freight cars on a yard track. This much seems achievable with mods to this game. But another function of yard tracks might be to let a train effectively "hand off" its consist to another set of engines. I know we can have two lines, one which brings freight to an intermediate station and dumps it there, then a second train picks it up from there. The reason to do this is to use engines appropriate to the route: a good grade climber to run up the mountain side to get the logs, then a speedy engine on the flat, that sort of thing. A yard track that accumulates loads as freight cars would make it look more like cars being handed off. And, yard size, not platform size, would become a meaningful variable. Might even create a gameplay role for switching engines.
4. Go back to the terrain contours overlay of TF1 and turn off trees while you have it turned on,
5. Bridge types - wooden trestles with bents every 5 or 6 meters, steel truss spans that look more realistic, stone arches that don't deform into implausible shapes. Maybe each construction material has different pier spacing requirements, so when you build a bridge you choose wood, masonry, steel right off the bat. And then each of these might have rules for how to handle a too-long span, like some pre-built span elements, or the option to use steel for a portion. And bridges should begin and end with abutment elements.
6. Industries in town - make some smaller (block-size) spawning town industries and commercial buildings that can be connected by spurs. This could be where switch engines come into play. Basically, instead of a blanket catchment radius at a station, maybe you need to at least run tracks through town to connect your customers. I could see where this might get tedious, so maybe not a gameplay requirement, but it could be fun to do once in a while. The industries we have now though are too big to fit into an urban grid; maybe just having smaller versions (with limited output perhaps) would do the trick. I'd also like to see track through streets, but maybe that could be left for a mod.
7. Ballast under tracks - paint the terrain with the ballast (or dirt) texture wherever rails get laid, so that we don't get weeds growing through the spaces between double tracks! This should be default, with the ability to paint in weeds where we want to, so not like the texture under trees that disallows texture overrides. This texture would remain if the track gets removed, unless maybe one toggles a setting to let the terrain snap back to original profile and texture. I think it would be neat to see abandoned tracks as smoothed grades with only dirt or ballast... this is currently achievable with a modded track type.
8. Suburbs - let there be homes and fields and other non-functional assets that pop up around towns. These could increase building costs similar to how bulldozing a building in town does, adding some challenge that may encourage dense usage of a given main line rather than the way this game encourages laying a separate route for every line.
Any addons should focus on gameplay.
I personally would like a focus or at least the ability to do time-based schedules, hourly/weekly/etc. like the A-Train series do well. This means:
- Rush hour.
- Trains going to and from depots.
- Day and night cycle.
Also, would like to see:
- Split line consists and/or line branches. For example, a train with 10 cars does A-B-C, then the train splits there, and one set of cars goes to D, and the other set can stay until another set comes back from D, or can go to a station E. For simple line branches, trains do not split, they do A-B-C, then every other train goes to D and E, respectively.
- Airport revamp. Ability to build your own, less emphasis on frequency, increased catchment area, and ability to draw in passengers from cars without public transit, as much more than train stations, people often park and ride, use taxis, or are dropped in by friends/family, especially in countries outside Europe and East Asia where this is the norm.
- Taxis and randomized truck lines that go directly to the buildings they serve.
- Get rid of "cargo truck stations", and switch them with warehouse distribution centers. Trucks would serve buildings directly from these centers, more or less like Cities Skylines does.
- Adjustable out-of-bounds traffic.
my top priority wish is train priorization by either
- type (cargo or pax)
- line
- top speed
by having a 2nd toggle switch at signals plus an additional UI (yes, uiii, the coding effort!) to choose which signals are in the same group. How many signals max? Hmm. 5?Ans my second wish which was already in TPF1 is that when I change a train or renew it, the old train just turns back to a workyard to be renewd or modified instead of plopping up in the place where the old train is. That was so much more normal in TPF1
better game preferences
better user control
but more device requirement and more mod waiting.....
We would have already heard if a 3rd was in development
The game is selling better than the predecessors, so it makes no sense to start a sequel at 3 years apart just for the sake of doing so.
Of course, any of these wishes could be applied in this iteration, in the form of an update or DLC.
- much larger Maps
- Day / Night cycle
- Seasons
- Weather
- bigger Cities
- Subways
Trains:
- Random failures of old trains or trains in bad conditions
- Turntables
- realistic uncouple and couple of cars
- Chainsignals
- Service Stations
- Fuel (Water, Coal, Diesel, Electric)
Management:
- Timetables
- Ticketprices
- Employees
(There's a lot of good ideas here.)