Transport Fever

Transport Fever

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RlyShadow Oct 31, 2017 @ 1:02am
Do you wish there was a delete all?
This seems to happen every time to me. I start off fine, and everything is all neat and in order. Then as time goes by I expand and over the years things get cluttered and problems I probably couldn't of fore seen pop up. A good example is right now I have a game where i'm supplying 3 cities with Fuel, Machines, Tools, and Food. My trains are running smoothly, but the trucks in which i use to transport are not. I have 6 lane highways just road blocked all to He** with cars and trucks and no real way to delete them and fix the problems. The cities have also become cluttered and you can't upgrade the roads to much without it trying to delete buildings.

The best way I can see to fix all my problems, is I wish i could just delete everything I've build, while keeping my money to...reorganize and plan again.
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Showing 1-15 of 16 comments
gGeorg Oct 31, 2017 @ 1:44am 
re-build is the core of the game. Idea of build up perfect scheme from begining it doesnt work. There is always a mistake.
So, trick is learn how to fix it. :-)
For example you could send all the trucks to the depot in one click. Then rebuild a highway, or replace with trains, or ...
Just pile up cash then call a buldozer, sound like good begining right?
Last edited by gGeorg; Oct 31, 2017 @ 1:45am
RlyShadow Oct 31, 2017 @ 1:49am 
I understand that, but to painfully go through and delete it all piece at a time? lol Unless i'm missing something, my game only deletes sections at a time
genemead Oct 31, 2017 @ 3:05am 
Some buildings will have to go if you widen the roads. Works that way in real life too. Don't worry, the game will build things right back. Roads w/bus lanes help. Redo your bus lines and/or stops to avoid high traffic areas (you may have to use waypoints to make them go where you want). Consider using high-capacity trams.

Yes, you'll have to "painfully" delete/replace sections at a time. We all have to. It's a function of progress/growth.
ajax_post Oct 31, 2017 @ 6:41am 
Originally posted by geneomead:
Some buildings will have to go if you widen the roads. Works that way in real life too. Don't worry, the game will build things right back.
Indeed.

I haven't seen this demonstrated in Transport Fever but I recall a Colonel Failure Train Fever Lets Play in which he deleted pretty much every building in a town so that he could lay out the roads in a more rational arrangement (i.e. conducive to profit!) Then we watched in wonder as all the buildings were rebuilt around his new road system. Sweet. :)
maculator Oct 31, 2017 @ 7:10am 
Originally posted by ajax_post:
Originally posted by geneomead:
Some buildings will have to go if you widen the roads. Works that way in real life too. Don't worry, the game will build things right back.
Indeed.

I haven't seen this demonstrated in Transport Fever but I recall a Colonel Failure Train Fever Lets Play in which he deleted pretty much every building in a town so that he could lay out the roads in a more rational arrangement (i.e. conducive to profit!) Then we watched in wonder as all the buildings were rebuilt around his new road system. Sweet. :)
You might want to let one building stand.. otherwise there will be no new buildings...
Vimpster Oct 31, 2017 @ 10:16am 
I enjoy, in some cases, building road tunnels under the towns specifically for trucks to get across town more easily. Of course it will likely require some demolition at the exit/entry points in order to install it.
RlyShadow Oct 31, 2017 @ 2:21pm 
I suppose next time I play, I'll just send all transports back and sell them. Delete it all and begin to reorganize. 1 last question, is there a button to delete an entire train line/track or do I have to go and delete it piece at a time?
webbie33 Oct 31, 2017 @ 5:08pm 
Originally posted by RlyShadow:
I suppose next time I play, I'll just send all transports back and sell them. Delete it all and begin to reorganize. 1 last question, is there a button to delete an entire train line/track or do I have to go and delete it piece at a time?

You'll have to delete it piece at a time.
chrisasnyder Oct 31, 2017 @ 7:03pm 
So for me, when I get to this point, the delete all is to start a new map. Learn from the things I did wrong and avoid making those choices on the new map.
canophone Oct 31, 2017 @ 7:29pm 
Wouldn't this be called a liquidation reset?
RlyShadow Oct 31, 2017 @ 9:09pm 
Originally posted by chrisasnyder:
So for me, when I get to this point, the delete all is to start a new map. Learn from the things I did wrong and avoid making those choices on the new map.

I've already done that enough. Tired of starting over lol
chrisasnyder Nov 1, 2017 @ 5:18pm 
I understand your situation where you like having the larger network, but have discovered the appoach was less than ideal. Several months ago, I changed my playstyle a little to solve this issue. I start my maps with the no-cost mod, then build out a home base rail yard, connect a handful of industries, and sereral cities. Basically like a 30 year jump on construction. Save that point (so I can go back and try again). get a handful of trains/busses/trucks. Then remove the no cost mod and play from there.

This provides the fun of the larger network and line ballance challenges, without the long build up delay. Depending how big you build, you could go into debt pretty fast, so the econmics of doing it right can be a challenge.

It also helps from a performance perspective because you get your larger mid-game build, but the cities haven't grown the large number of agents yet.

Plus you have the pre-built save game to fall back on if you want to start over and grow it in a different way.

Just a suggestion.
Dan Nov 1, 2017 @ 5:30pm 
On a purely technical level, unless you literally wanted every construction on the entiire map deleted in one go, it'd be very hard to make a "delete all" tool that knew how to interpret precisely what you considered "a whole line".
You can connect any bit of track to any other in just about any imaginable configuration, and have multiple lines using the same track. There's really no implicit definition of what a whole route would be in track terms.
Any attempt to write a tool that *did* adaptively guess at what you wanted deleted would probably just cause masses of frustration when it deleted the wrong things.

The best I could imagine would be a setting that let the current bulldoze tool delete 3 or 5 track segments at a time (the one selected and 1 or 2 either side), so you just didn't have to click as often. The upgrade/catenery tool already works a bit like that.
gGeorg Nov 1, 2017 @ 5:57pm 
Originally posted by chrisasnyder:
I changed my playstyle a little to solve this issue. I start my maps with the no-cost mod, then build out a home base rail yard, connect a handful of industries, and sereral cities.
Well, current economy model is somewhat twisted, so 2 proper cargo lines generate so huge money, that it turns game into a sandbox. So you have switched off money, then created endless money printer, then turn on money mod on. That makes sense :D
Last edited by gGeorg; Nov 1, 2017 @ 5:58pm
chrisasnyder Nov 1, 2017 @ 8:06pm 
@gGeorg, I fully understand. However the OP's delete all and rebuild idea would have a cost with it, which pretty much implies a sandbox mode, or at unlimited cash, anyway.

Plus, for me, removing the no cost mod gives me some feedback to how successful my line setups are. My gameplay has evolved into creating interesting layouts, do a little detailing, and see how well what I built works. The total bankroll, not so much.
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Date Posted: Oct 31, 2017 @ 1:02am
Posts: 16