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You can place signals at either end of a piece of track you want to delete. The bulldozer will only cut track to the nearest signal. You can delete exactly what you wish and nothing more this way. Yes, it may be an extra step, but it gives you killer precision.
The tutorial is a pain point for every game developer. It is a necessary and very important aspect of the game and often the most complicated part of the development process. Also, it has to reflect every change that is made to the game. I will try to improve the tutorial as much as possible in the future. I return to the tutorial and help sections every once in a while after a lot of changes have been made, and the update to those sections is much needed.
UI elements: I am committed to improving UI and user experience on a constant basis. I will listen to any feedback or suggestions regarding UI on a case basis and be ready to update it. I already adjusted the waypoint remove button.
The "Undo" button is problematic as I can't reverse the simulation for all of the entities in the game. Once you build a rail segment that connects to other rails or place a signal, routes for all trains are updated with new rail sections, paths, and other data. I am not able to reverse this process as I am not storing the snapshot of the whole game, even if I did have it, the reverse process would be the same as loading a game from a save file. I thought a lot about the "Undo" button, and I don't have a way to implement it at this stage. The game is too complex.
Replace feature has an option to replace only old locomotives. If you need more options, we can discuss them in more detail. Note, I am not a fan of doing "automatic" anything though, especially things that affect player resources (money).
I also plan to add an ability to replace passenger wagons with a new type with an option to sell old ones that don't fit due to length constraints.
Global strategy. Early on, I had to make a decision on what to do with passenger transportation. Limiting the number of passenger connections had a number of reasons: the ability to display a readable and understandable UI for the connections, economy balance, and train amount limit (I have to limit make a game playable with a number of trains that can be simulated on an average computer). Scale is a great thing in Train World, but it comes with a price tag in computing power that is required to run the game. There are also the reasons I don't have growing cities. One other important reason is my limited resources: I don't have a team of programmers and a huge budget to spend on optimization, models, sounds, etc. I have to make do with what I have.
Repeating one-time contracts often happens only if a small number of regions are opened, and a few productions are added. The algorithm randomly selects available production and generates a contract.
I am planning to add a feature that will allow you to pause a train at a waypoint. At this point, you will be able to change wagons, add and remove waypoints, and send the train to fulfill another contract.
To Dmytro: thanks so much for your (usual) attention to customers' comments. Your point about automation is well taken, but, especially on Pangea, not being able to auto-update connections, runs, and lines becomes extremely time-consuming and tedious. I'm actually OK with a lot of time and effort and a certain amount of micromanagement (as you may know, I've played many hours), but the runs are so repetitive that it is much easier for me to designate a certain train to run a particular haul (even on so-called "one-time" contracts), leave that train in depot, then just click on that train and tell it to go whenever it's contract gets repeated. It's simply tedious. There is nothing strategic about it. I just do it because it takes less time than setting up a new route for that same train. As I've opened up every region on Pangea (before the modern age), this is an auto function that would greatly improve my playing experience. I will certainly try some smaller maps, but, again, not sure why we can't include more strategic options for the huge map. Your plan to include consist options en route sounds great. Keep at it! (your limited staff notwithstanding!)
As for passenger lines, I had hundreds of trains running on several lines in Pangea (say, the northside line running horizontally across the top edge, the eastside line running north and south on the east edge of the map, diagonal lines running the fullest length of the map, hubs located at the ends and sometimes mid-points of the map, etc.), and, obviously from my success at opening all regions, I was making decent money. But when I had to update a line's route (ie, an entire line with several stations), I couldn't just update all the trains at once--had to do it one train at a time--and it simply took way too long. It was easier to just let all those trains die, create a single new train for the updated route, then clone that train 20 times to get that line up and running again. Kind of expensive, but I made it work. Grouping and auto options would fit such a big map and expanding network much more enjoyably. I'm also still puzzled as to why you can't include through passengers. In a given station, say, you might have a mix of passengers (randomly generated...or formulaic?), some of whom will pay to go to the neighboring city, some of whom will pay to go further. And if those passengers (especially the long-distance ones) are transported at higher speeds (along the same rail lines), so much the better (more revenue!). So...longer and faster yields higher returns. I guess I'm not sure why this won't work. I don't need you to explain the computer innerworkings, as that's totally out of my league and would likely be a waste of your time, but I guess I would love to see something like this implemented in TW. I just can't really get into local passenger routes serving as the only way to get from long-distance A to B (unless, of course, you just arbitrarily force longer routes to respect designated pre-set "connections"). And even if you don't include "growing" cities, I'm not sure why you can't include more varied ones (small ones, big ones, bigger ones, and real huge ones...the huge ones often serving as hubs and stops for the fastest, biggest expresses, the smaller ones served by slower locals). Anyway, I hope to continue engaging you and all TW fans, and I look forward to further discussion!
edit: Here's an example. As you can see, flour cannot be produced in this region. The only way to support this industry is to bring it in from another one.
https://steamcommunity.com/sharedfiles/filedetails/?id=3413993159
Freight connections require constant resource deliveries. They appear as new production is added to the cities. On rare occasions, they can change the origin city if a better resource source is available (non-port, local, or a closer one).
One-time contracts are always freight and are randomly generated. They will start to appear as soon as a second region is opened. You need a second region since one-time contracts are always delivered to the capitals or ports. One-time contracts have a fixed amount of cargo that needs to be transported to receive a reward. As you add more production and open new regions the variety of one-time contracts will grow.
One-time contracts are not required for game progression and contracts can be cancelled with no penalty. Regular connections must be serviced for reputation gains in order to progress in the game.
Nevertheless, I still maintain that many of the hauls occur repeatedly throughout the game and would work wonderfully on auto. Maybe other gamers are different, but, for me at least, the heart of the strategy and game-playing is strategically laying out your tracks and making connections in a way that is efficient (eg, do I build a bridge or tunnel and keep a straight track line, or do I lay track around the difficult terrain, etc.). I also enjoy deciding which engine to use and how many of them on passenger lines, and figuring which passenger connections bring the most revenue (something I wish TW allowed more of). But, once a route has been established and repeats, while I like watching the trains work, it is very tedious for me and completely non-strategic to simply have to go in every time a haul is done and click on it to do the very same thing, again and again, for the rest of the game. An auto function in this regard (and/or allowing freight lines to loop like passenger lines) would greatly enhance game play (for me...).
As for the "wait till full" issue: I certainly agree that often passenger trains will wait longer at certain points on a given route (change directions, wait for an express to pass, etc.). I often have my trains do this at terminals at the endpoints of their loop. But can't we do that by just adjusting their time to wait (I thought that was what that button was for)? To me, "wait until full" (even if we allow we are being somewhat metaphorical or inclusive of several factors) goes against every grain of my passenger line psyche.
And I'm still holding out that Dmytro will give us some scenarios/maps that will include a greater variety of city size and more freedom to choose connections we deem effective (vs being compelled to fulfill pre-set connections). Sure, in real life, we pretty much know which cities are the big ones and which are smaller, and the major hubs and connections are already more or less set before a train company lays track and builds stations (at least in the high speed age), but I feel like the preset connections in the game are too contrived, a way to get us to have to lay track that is counter-intuitive just to make advancing in the game more challenging (I believe this criticism applies especially to regional connections). I guess I would love to be challenged to make connection decisions myself and see if they pan out rather than being told every city and town has to be connected to (practically) every neighbor lest your "reputation" suffer. Just doesn't feel real to me. Once again, I love TW's long distances, and I believe the track-laying options and graphics far outshine the old classic RT3, but the strategic options are another matter.
To bring the same level of terrain detail that small maps have to Pangea would require a significant time investment. I would have to develop some version of high-map data streaming. That is a complex task, and I am not ready to start it now.