Railroader

Railroader

Cycle ♥♥♥♥♥, Ai flare?
Sooooo I am a noob who likes to toot my own horn.... hueh hueh, But in this game cycle ♥♥♥♥♥ don't seem to need attention and half the time I forget the K key exists... Also The Fusee it is absolutely amazballs... but could I have one for each engine so that it does not interfere with one lane rails when working on bridges and passengers then all the freight?

Any insights welcome! YAY for actually good train game!
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Showing 1-5 of 5 comments
FarmerPalmer Jan 15, 2024 @ 5:07pm 
Originally posted by Mr. Llaneous:
Also The Fusee it is absolutely amazballs... but could I have one for each engine so that it does not interfere with one lane rails when working on bridges and passengers then all the freight?

The one fusee per engine that the other engines ignore is a brilliant idea
Guernica Jan 15, 2024 @ 5:15pm 
I think that would be a decent stop gap.

What I would reallllly like though, is to be able to tell the AI "GO HERE" and the AI will. If it gets to a switch that is switched the wrong way, then it will stop until the switch is flipped. Or even better, flip it itself.
coenvijge Jan 15, 2024 @ 7:06pm 
One 'fusee per engine' is a good idea, but it's not good for this game imo.

A fusee is set on a track to stop a train by a railroader that is working at a certain location on the map. He is waiting for a known train and wants it to stop. He is also setting switches for that train if needed. A fusee is also placed in case of danger or to exclude that a specific track is being used. The player (or one of the players is playing that railroader.

More intelligent AI engineers that can make difference between fusees for them or for a following train and AI engineers who only have to know where to go and go there, also changing the switches, are taking away some of 'the work' and responsibilities from the player.

For routing trains on the mainline you can build signals. But it's still the player who commands the switches and signals. In MP one of the players can play that role. There are no intelligent AI engineers that do their job on their own and their are no AI dispatchers.

If I understood it right the improvements for the AI that maybe come to the game don't take away the main tasks of the player. It's still you who has to give (more detailled) commands to the AI engineers. A more detailled command can be 'stop at station A' or 'stop before switch B'. It may have the same result as placing a fusee for a specific train but it's quite different.

Specific commands are given before starting a (part of) the route (the 'timetable' or 'instructions'). A fusee is a way to tell an (any) engineer to stop. (Like a signal, a train or other obstacels on the tracks or a incorrect switch).

__:loco:__
bfcmik Jan 16, 2024 @ 4:30am 
In real working, a flare/fusee is still an absolute stop indicator. Even in highly automated rail systems the driver/engineer of a train must stop before the flare and call in. It is a sackable offence to pass a flare without SPECIFIC authorisation from the dispatcher/signaller controlling the section.
Last edited by bfcmik; Jan 16, 2024 @ 5:34pm
OzWally Jan 16, 2024 @ 2:05pm 
Why not add colour code flare or even an item/object on the side of the track for each loco so we can set up multi flare/item of the same colour for that loco and other locos will ignore it.
Last edited by OzWally; Jan 16, 2024 @ 4:01pm
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Date Posted: Jan 15, 2024 @ 4:49pm
Posts: 5