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Wait for anyone to leave then rotate that beam section together with the rear car of 90 degrees so that the rear car is standing above the beam. Once there rotate the rear car of 180 degrees, rotate the beam 90 degrees more, slowly and autonomously move the rear car in its parking position while the front car backs next to the turning beam section.
Rinse and repeat for it and you will end with both cars and beam in their correct position.
Problem, the whole animation may be too lengthy : P
If the tracks were built in sections like pipes and electric conduits then slight elevation changes could be more manageable, and overall in-game building and maintenance problems could be addressed easier (and avoidance of colonist deaths).
If game balancing is an issue then large train elevations climbing ramps specifficly could be an end-game tech.
Adding through train-system could at least be done surely? There's no reason why a train can't stop at a mid-station and drop-off/pick up and continue on to another one?
Trains on Mars, as you say was the biggest feature request; but not like this, with so many limitations and idiosyncracies.
I was happy to pay to support this work - the price point was about correct, and it brought me back to the game for the first time in more than a year.
If I have a request, it is to see if you can get whoever now owns the base game to put you and Silva on payroll for a year or something. To really change the game experience in a fundamental and positive way, the dome handling and kludge that is shared between trains and passages needs to be solved, and to do that you all will need time and information to get deep into the game, I imagine.
A much more minor request is skins for buildings that get heavily repeated in large colonies. I play as the USA fairly often, for example, and the Mega Mall feels repetitive because it is large and distinctive but you have to use a large-ish number of them. The same is true of China's Tai Chi garden. I'd gladly pay a few bucks for a big skin pack for those sorts of buildings.
Thanks for working hard on this pack! I'm enjoying it for what it is rather than focusing on what it is not (and couldn't easily be).
Thank you and I wished I could do more in my mods regarding buildings too, yet I don't do 3d modeling myself.
@Sticky Wiked
Is not the code for the passages cutting out the possibility to build tracks on ramps and I'm aware of the problems the passages bring to the game but till now I don't think anyone mentioned their problem being not going on ramps. Yes it was the starting point for track building but could have been enhanced if we were confident we could do that. That was a decision we needed to take early and part of the considerations if we should proceed with the whole CCP. Honestly, I understand people would have liked those and I'm answering cause you touch a few other points too in your post, as I said I read all other posts regarding ramps.
The problem passages have were were expected to affect trains, we could not change the whole game balance to make it better suited for trains. So it has to be either way it ended with some intentional drawbacks to counter the advantages or make the trains a tool that would dumb down the difficulty of the game. Could have been better, that's always so.
Colonists deaths you mentioned... I'm usually very attached in my games to the minions but I played a game with trains on what would I call the lower end of mid difficulty and yes, a few died because of train disasters but not to put the mission in jeopardy by any means. Should you expect bigger problems on higher difficulty and come better prepared to handle those? In my opinion, yes.
Building tracks in one piece... I did had a prototype of the other way around but seeing both I decided is easier this way actually for the user (and wouldn't have changed things about ramps per se). Yes, you may have to put the game on pause and lay out the track but then your drones are good to start working on it from your main base, for pipes and cables you need them working all the length (and I can assure you it would have been even more problematic in the underground below). Could something in between have been better, maybe...
Adding mid stations... some medium stations for the trains to pass through with two connection points you mean? I agree could have been nice but still would have given just the illusion of a "network" and bring the question why they can continue traveling in a medium station but not in a large one. As I said, look forward for what modding can build upon this but we had to decide from start the scope of the CCP/DLC.
Sticky WickeT actually...originally a British phrase that comes from Cricket :P
Thanks for the response.
Through trains meaning the way they function in RL. Along a major route between A ~ Z you can have as many station stops in between as you want where people and cargo can be picked up and/or dropped off.
If this current way is the only way that is going to represent trains in SM then I am very disappointed. The potential of this could have really been something special, and I personally was really looking forward to it. If this were a free update then fair enough but I just don't think the limited way it works is worthy of a paid DLC.
Half an idea is kind of worse than none at all.
As BrotherAdso says to get some financial backing to develop the ideas would be something I would want to support, even on a limited income.
As a PAID piece of DLC, costing ~25% of the base game for this single feature, it's simply not good enough. Do I feel like this feature - as is - adds anywhere near a quarter of the content or value of the original game? No, no I do not.
I realize you probably had no control over the price, and instead this is a serious issue with Paradox's increasingly user-hostile DLC policies.
So far, it has been quite interesting seeing how the trains can affect your colony layout. Right now, I'm seeing if I can support a spread-out colony without using shuttles, just trains. I am also quite grateful to hear that there are plans to get trains to use tunnels.
Most of the trouble I had early on was figuring out just how to get the transport system to just work, and, since it's early days, there isn't much supplementary information. It took several iterations to figure out which resources needed to be "X"ed, and which way to set up the arrows/balance on each end to get resources flowing they way I wanted. A brief guide of some sort explaining how these settings work together would be helpful, I would think.
For instance, I'm not clear on how the Special Rule "Restricted Foot Walk" actually works in the game. Could you give a brief description?
Main thing you should have in mind regarding resource transport configuration I think it's that the controls on the right refer to drones and shuttles and the ones on the left to trains and they are independent...trains can still bring a resource if "X"ed for drones.