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- 1. Have the automatic on in the CO.
- 2. Select the Group of CO´s which are previously selected and click on the construction or use the pull frame. ( <-- right word ? )
- 3. Select a CO and directly click on the construction.
The last option is working all over the map. ( maybe second as well )
So for your roads you should deselect the autofind in the CO.
You can also "X" away any previously accepted construction in the list of the CO.
You than can chose the CO and directly click on the desired road.
You can also play with the priorities.
The answers above give you solutions to pause the construction afterwards.
If you have nothing selected while you press the button everything is going into the building status.
I personally find that handy because sometimes a little footpath is easily forgotten.
Parts of the planed network to be started is not possible afaik.
One option you can use is to make mud roads which are instant build, and upgrade them only when you want with shift+click.
- Click on the red + next to the "start construction of planned infrastructure" button
- Click on the crane icon "Batch start construction"
- Designate the planned items you want built by drawing a box over them.
Like so:https://steamcommunity.com/sharedfiles/filedetails/?id=2897165285
I didn´t know that.
Just don't batch designate too much at a time or the game will crash.
I'm not sure exactly what you are describing in 2. The "pull frame" might be dragging the mouse over the map. But either there is a fourth option or you are trying to describe the Construction offices assign tool. This is available from an icon on the menu on the left of the screen with the picture of buildings and a green "+".
Set this up and you can then easily select which CO's to assign to a new building(s), including either selecting multiple COs that you have pre-grouped together, or you add one CO then another etc. You can have as many COs working together on a construction as you like.
This is particularly useful if you use specialised CO's, or at the start of the game in realistic mode when you can't build something like a 32 parking slot CO, and have to have numerous small CO's each with only a few slots.
The beauty of this interface is that it tells you things like which CO's have supplies of gravel etc. So you can create a free CO with a couple of dumpers and assign it to get gravel from the border and as it doesn't have any buses, open hull trucks etc. then you don't need to assign it to get workers or steel. It will give you a warning message, but that doesn't stop it doing its job of delivering gravel. Then assign that CO to any new construction project that will need gravel (most of them).
You don't need to drag the mouse over an area (though that works) you can just point and click at the specific items that you want to assign. That might be easier if you first want to build something like the roads before anything else gets underway. That would often be easier than selecting everything in an area and then cancelling each one individually.
With that tool you can turn off auto-assign, but there is a danger that you forget to build something. So you might have a fairly generic CO with dumpers, covered and open hulls and let that auto-assign. Then when you know that the particular building will need large cranes, pavers, etc. manually assign a specialist CO with these to the building by using the Construction offices assign tool. Suitably name the CO's to make it easier to select the right ones and you don't need to scroll around the map looking for them either.
When a CO is selected in the tool, everything that it already has assigned to it is coloured bright green, so you can also see if it has a lot of buildings already, and maybe:
- use another CO
- wait and assign the building(s) later or
- assign them now and use priorities to control what gets done first.
I would use the option to cancel construction from a building only if I was sure that something I had assigned was now not going to be required for some time to come. Any resources that have been delivered will not be lost, they will stay on site until you resume things. But any mechanisms (cranes, excavators etc.) will be returned to the CO and then sent to another building. That's the most urgent reason where I think changing priorities wouldn't help, giving a new building a higher priority would not take the mechanisms away from the lower priority ones. But I haven't tested that.
Using a combination of these tools and the auto-assign can make your life easier, but also allow you, if you want, to micro-manage the construction process quite effectively. If an important building has resources on site but no excavator, quickly assign another CO which has a few spare excavators. And as long as they are not halfway across the map, and you have some open hulls to transport them, then that could speed things up rather than waiting for the automatic processes to complete things from the local CO.
This would be especially useful to be able to set-up a single helicopter CO, and only assign it to some projects where they would be especially useful. You probably don't want to allow the helicopters to be automatically assigned to gravel a unimportant dirt road. But you do want to get it to deliver a couple of tower cranes to help build a power plant.
Lastly, while I'm on this subject. You really need to move around the vehicles between CO's, even to the extent that you might leave a CO completely empty and send all of its vehicles to an area that you are trying to develop. And move CO's themselves, close them down and build new ones. CO's that collect gravel from the customs can be near the customs house, but it makes no sense to have the excavators there if they have to travel a long way to get to each site (even if they have open hull trucks to transport them). Put the mechanisms as close as possible to the building(s) they will be working on. The buses should of course be near the city (if using your own workers) or the customs (if using foreign workers).
And while a gravel CO with dumpers at the customs might start out OK, there comes a point where the gravel CO should be near the building site, and collect from an aggregate storage nearby, and not all the way from the customs. Even if you are still importing, get a DO to bring the resources to the site, rather than getting the CO to do it all. The problem with COs is that they can send a 15t dumper all the way to the customs to get just 2t of gravel for a short stretch of road. Get a 15t dumper to bring 15t of gravel to the site and drop it off in a free/cheap aggregate storage close to the CO, and then use cheaper/old 5t dumper in the CO to bring the gravel to the site. Even if sometimes it has to do many more visits to the site, it is going a fraction of the distance.
And place a tiny gas refueling near the CO and keep it supplied, don't make those excavators have to travel miles to get fuel. So if you are developing a new big industrial site for example, or a new city, it is probably worthwhile to always make your first buildings to be a new CO, aggregate and open storage full of building materials. Using the free ones now available from the realistic mode later in the game seems a bit cheaty, and I think there is a limit on how many of these you can have. But there are some very cheap and quick to build mods, without any buildings or just wooden buildings, and with mud or gravel bases. And these are plenty sufficient to get you started at a new site, and move at least some of your construction vehicles to where they are going to be needed for the next 6-18 months.
If you use this sort of approach, with many COs spread across the map, then the Construction offices assign tool should be really useful.
Mostly I specialize CO´s for workers only.
This way I can micromanage the worker pretty good.
In my current game I´m in 1995 and workers is no issue anymore.