Transport Fever

Transport Fever

Statistiche:
Transport Tycoon, is that you?
:D
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Visualizzazione di 16-27 commenti su 27
those are buildable even in Train Fever, but they would take a lot of space. See TT is a square/tile based game, making a lot of things fairly simple. But those junctions you made can be done in TPF quite easily since a lot of the track laying restrictions we dealt with in TF are now just gone (yay).
Hell I wish I had taken a screen shot of one area on a map that I made. It was in a mountainous area and I had bridges over bridges over bridges going every which way over the main line....was quite a busy area of the map where several branch lines met the main all at once.

TPF will be what you have dreamed of, it will replace TT because those massive rail networks will be much much much easier to make then before. You will need those massive networks, because there are MORE industries then TT ever dreamed of to connect and deliver to cities.
sure its also somehow possible to make those junctions in other games but space efficiency is also an aspect :) as larger a junction gets for the same amount of crossing tracks, as more pointless and inefficient it becomes. at some point you can just instead make direct tracks from each station to station coz it wud take less space... also with large wide junctions the trains could take just too much time to get around/trough it, means its not efficient anymore.

yes the tile aspect is exactly why no game will ever be the same, coz it offers you possibilities which are just impossible in a game like the fever's.

ill surely watch some videos and screenies after release to see what the game offers and if i like it (tho this already got me to buy train fever..) and might give it a try, prolly when its on sale (unless it looks really awesome).
Messaggio originale di zeus:
they are actually not messy at all, just quite complex.
what they do for the network is to ensure that every incoming train has a direct route to the wanted exit without crossing any other (or as few as possible) tracks, resulting in no jams and/or no waiting time. and if you have routes where it is impossible to avoid any crossings then you need to have long enough tracks so the standing/waiting trains dont block the other tracks.

everyone who created a full train network over the whole map had to work/bother with such big junctions to ensure that a train can get from point any point on the map to anotherone on the fastest possible way. just the most efficient network which is still sharing the same main tracks.

it takes quite some skill and alot of time to create and manage such networks and junctions and the beauty of TT was that you could do it this way if you wanted, but it wasnt needed to still create a profitable network. its just pure perfectionism, but thats what im looking for in those games and so far TT was the only game where this was possible (in such scales).


Messaggio originale di zeus:
sure its also somehow possible to make those junctions in other games but space efficiency is also an aspect :) as larger a junction gets for the same amount of crossing tracks, as more pointless and inefficient it becomes. at some point you can just instead make direct tracks from each station to station coz it wud take less space... also with large wide junctions the trains could take just too much time to get around/trough it, means its not efficient anymore.

yes the tile aspect is exactly why no game will ever be the same, coz it offers you possibilities which are just impossible in a game like the fever's.

ill surely watch some videos and screenies after release to see what the game offers and if i like it (tho this already got me to buy train fever..) and might give it a try, prolly when its on sale (unless it looks really awesome).

The thing is, both those approaches are unrealistic. Your complex junctions are more reminiscent of a freeway/motorway than a real rail network. Connecting stations platform to platform with a single rail line per platform is what the limited AI of the original TTD did.

Transport Fever is optimized for realistic rail networks, where it is simply too expensive to build highway-like junctions except in a few limited cases. In addition, trains can't climb steep hills unless they have special design such as gear teeth or traction cables. Railroads/ways are very much a horizontal travel method.
Well, on busy lines it's very common to build fly-overs and stuff to increase capacity. I like to build them because you can't schedule trains and otherwise high speed trains would have to stop/slow down or busy lines get stuck, when they would have to cross the forthcomming track to change branche. Anyway, it looks like in tpf bridges can have longer distances between pillars, so it will be easier to make flyovers, because you don't get the pillar collision warning. Only thing I haven't seen are stone or concrete embankments, also when going underground, and also needing those at the beginning of the tunnel is very anoying. without these constrains it would be way easier to build them and it shouldn't be that difficult to implement those.
Ultima modifica da boris.vettorato; 16 ott 2016, ore 16:15
Idk what people are fooling themselves here. This game is not even close to ttd or open one. Not even close to railroad tycoon. This is tf with some added content. No ai, no competition, no stock market.

And why isn't there an above ground subway system? So players can watch their buses/trams get stuck in cities?
Messaggio originale di Aries:
Idk what people are fooling themselves here. This game is not even close to ttd or open one. Not even close to railroad tycoon. This is tf with some added content. No ai, no competition, no stock market.

And why isn't there an above ground subway system? So players can watch their buses/trams get stuck in cities?
Well I can tell that you have no interest in buying this game. OpenTTD was a very basic game and it still is. This is the next step up in the genre. Rail networks in OpenTTD were more like chaotic highway systems in 1993's Transport Tycoon Deluxe, and very little has changed in the "Open Source" version that is out now. The rail systems in Transport Fever are much more in line with is seen in real life. Life is not a grid and neither should a railroad.
Messaggio originale di Aries:
Idk what people are fooling themselves here. This game is not even close to ttd or open one. Not even close to railroad tycoon. This is tf with some added content. No ai, no competition, no stock market.

And why isn't there an above ground subway system? So players can watch their buses/trams get stuck in cities?

AI/Competition/stock market are features of TTD alone, but the core gameplay, the growing of cities and getting stuff from A to B, is where TTD and TPF share gameplay. Yet TPF took that core and upped it a notch, with more industries and more "stuff" to do. So while one might have AI and is a square from 1993, the other outpaces it in today's graphics and has more stuff to do.

Competition in a transport game isn't everything, and there is a REASON its not been added in recent years of games in this genre. Mainly, because its costly to program such things as AI for 3d rendered games, unlike old games were its fairly simple comparatively.
Messaggio originale di Aries:
Idk what people are fooling themselves here. This game is not even close to ttd or open one. Not even close to railroad tycoon. This is tf with some added content. No ai, no competition, no stock market.

No a.i.??
He means that there are no AI-runned companies like in TTD.
I am sure this goes without saying that OpenTTD is a classic, but technology has advanced way past what could be done in 1993. If you look at the fan-made ai-runned companies you will see that they more advanced than what Chris Sawyer made for Transport Tycoon Deluxe back in 93.

Messaggio originale di SirLANsalot:
Competition in a transport game isn't everything, and there is a REASON its not been added in recent years of games in this genre. Mainly, because its costly to program such things as AI for 3d rendered games, unlike old games were its fairly simple comparatively.
SirLANsalot is right. It takes way too much time and money to program a complex ai system. Keep in mind that this is only the second game that this studio has made. They are extremely small and don't have a lot of money to spend on making ai controlled players. After all on their own FAQ they said that they had a choice between an average multiplayer game or an amazing single player game.
Messaggio originale di ShadowSteel18 The Otaku:
Well I can tell that you have no interest in buying this game.
Well I can tell that you must be an avid cosplayer who dresses up as a wizard on the weekends and goes to play with other kids in the park. Obviously skills you have during those of telepthy/mind reading transfer to real life. Since you know what people on the internet think and what their interests are.. Can your lvl 6 fireball spell also transfers irl and be used to vanquish your bullies on monday when you get to school?

Yes I do have an interest. TF was a fine game I put few hours in it and 26$ discounted price tag is a fantastic deal for tpf. That's a price of a handle. Luckily I can get a handle and tpf and don't have to ask mom for early allowance
Ultima modifica da Aries; 17 ott 2016, ore 11:58
Messaggio originale di Robbedem:
He means that there are no AI-runned companies like in TTD.

I know, hence I was shocked. Competing with a.i. opponents and buying their stocks, driving them out of business is the name of the game. That was my favourite part in games like Industry Giant.
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Data di pubblicazione: 13 ott 2016, ore 14:31
Messaggi: 27