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As for our testing, right now there is no impossible quests - sometimes just need to make the train lighter, by removing some carriages or cargo.
But sometimes it's impossible to complete quests, if you accept 2 contracts in the same time and have heavy cargo. In this case you need to upgrade locomotive power or buy a more powerful locomotive or refuse one of the quests.
I'd rather have quests which are just cut, which should be quite easy to do I think.
I mean at the final step of time timeframe calculation when the quest is created there needs to be something like:
if between 21:00 and 9:00 then reduce time so that it ends at 21:00
Then you need no more calculations and can focus on the true task at hands: Will you make it to the destination before the timer runs out?
Maybe we should focus on better indication of estimated arrive time.
At some point the quest must be created, right?
So, regardless of wether or not it is created like at the start of the game, at the beginning of each day, or even just when visiting the townhall, all the program needs to do is to check if the end time falls into the dead zone. If it does, it needs to adjust it accordingly. Alternatively it could just scrap the quest and generate a new one until it fits.
I don't quite see what impact the arrival time should have in this context.
"Oh i have 3 days 10 hours to finish this delivery. Lets check. ok its 3 days and 6 hours to get there. Great"
Arrives.
its midnight, and when the town hall opens the delivery has expired.... ARGH!
Is there at least some way to mod the working hours of the town hall?