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But I think it doesn't just apply to rail cranes. Although they're a good example, there are for sure a lot of examples to be named in the road vehicles too with vehicles that barely made sense in the vanilla context with the stars they had, and that are now completely senseless with early start vehicles. I'm not going through a list but just have a look at a vanilla games road vehicles in 1960 and look at some of the trash on both the nato side and soviet side. Some of this is 1932 levels of bad though it has a much later manufacture date.
To me there there should be a holistic rebalancing of everything to properly integrate vehicles in terms of balance between DLC and vanilla and not have cases where its 99 stinker vs 2 good ones.
There is bound to be vehicles there are just plain worse than the rest and I think that's to the game's credit to offer that choice and variety. The issue comes when the choice is just an illusion because you have 1 thing that blows everything out of the water so hard that you keep using it again and again.
Cranes are a good example because it's always the same thing, and so much of it just doesn't see use ever. And it's an approach they seem to have replicated with the DLC as well tbh. It's all well and good to add vehicles but you have to think about how they fit and integrate in your game, its progression and the existing content in a holistic way.
I had a look at the spreadsheet and i'm not sure what you mean by the proposed changes section. Is this something you're suggesting or something that is going to change with updates, i'm slightly confused by the wording used in the youtubes with "intended changes" (and the methodology escapes me as well tbh ^^). edit: oh i think it's a mod you're making
videos went out as "general parameters knowledge" in early stages of balancing. Now the balance is in full swing with one train already out - as vanilla buffed OK crane. That´s for the confusion.
The table shows original parameters (upper tab) and new parameters (lower part) with additional information. You can also see the wip dates at the bottom left ;)
All in all - these are coming to vanilla. No mods.
-------
Now regarding road vehicles etc - please keep this thread to RCO trains.
I know your stance of vehicles from many comments around and I somewhat agree usually. Major balancing would be a fine thing. But there are TONS of vehicles, which would make it harder, and more importantly - it does not bother me that much. Yes, having more capacity waste truck in 1940s then in 1960s is not the best and some technical progression does not make sense that much, but it is far beyond my scope here.
I am "just a loud enough player" happening to be able to speak in native tongue with the main developer, so many things are much easier to communicate. And I can well reason for things to get done and willing to make some work myself to improve my play experience. That´s all.
That is, btw, also the place where "better connectivity" thread came from. We like and honor og building creators and vanilla stuff, but we like to change stuff in their building files when we feel like we have better way - hence rotating sidewalks and MECs.
If you have anything towarsd rail cranes and tracklayers (please differentiate), go on :)
But if you don't want false bug reports than maybe unhide this modificator to prevent confusion?
For most playthroughs, laying the tracks was so far the most grating experience, especially so for 1930 early starts, where I tend to get 2 rail construction offices going as quickly as possible, with up to 8 track builders simultaneously building rather complex rail layouts.
With more potent track builders this would definitely change and make rail tracks not the biggest hindrance for early expansion.
Trains are such an important game mechanic that this change seems long overdue.
Glad to see these changes coming! Good work!
a) it became available in 1985
b) it had smaller level then EDK300
c) it´s max speed was 20 km/h
Simply nobody was buying it to notice; only few guys doing the wikipage of this game noticed :D
To avoid confusion this very topic serves as a main tool to spread information BEFORE may people encounter it live.
But come on, did you forgot how many posts people were making asking how to transport tracklayer from CH to RCO, despite pinned threads? You really underestimate peoples' incompetence.
Also now that it will be more important in case of decision making which vehicle you should buy, it's really, really, really bad design choise to hide this information from player and rely solely on one steam thread to provide this information...
To cause more frustration?
To generate more posts like this: https://steamcommunity.com/app/784150/discussions/0/597410286607287994/
?
I really don't see why it was hidden in the first place and now that it will be even more important I really don't see that even more. If someone makes a mistake that is explaned in the game than he can only blame himself, but when someone will buy this tracklayer to build a bridge faster only to find out that it can't do it for some reason and only explanation for this is some burried steam thread post... then sorry but something is really wrong here... Why with every step forward this game has to take two steps back?
There's a lot of crucial information hidden, that can only be figured out by trial and error.
You know what this game needs? Descriptions/hints. Every building f-in building could use it and some (if not all) vehicles too. Things like
Party HQ: Provides citizens with university education and allows access to some researches and diplomatic arrangements.
Waste truck (big): Collects waste from big container stands
Tracklayer: Specialised rail vehicle for laying tracks, usually faster then universal cranes
Rail crane: Allow building of all types of railway tracks infrastructure
...
We don´t have it. We don´t have lots of things and probably will never have them in this game. All I can do is name them "tracklayers" so they distinguish from the rest of the RCO trains. Over time it somewhat settles down.
Btw playerbase of this game can be incredibly ... thickheaded. And it is not only about new players. As a railway engineer (railway track designer) I am absolutely baffled by what people are doing with rail tracks in this game and then posting angry/sad comments about "why stupid trains don´t work". There could have absolutely been better tutorials, but people are not reading or playing even the ones that ARE in fact in the game. So ... what would help?
I won´t name, but I am watching a pro player on YT who has done multiple guides for this game recently and he still was perplexed why RCO trains get blocked against each other with "?" above them; while not having any return track back besides going "wrong way" on doublesided tracks for almost 1 km and multiple signals, which blocks have obviously been occupied by other trains in the meantime... Some people clearly have no spacial or, more precisely, linear-dependency awareness. At one instance he spent almost 1 minute wondering why a loco that delivered extra vagons to a RDO couldn´t get back to depot. Reason? It cannot magically hop to another track like RDO trains do when spawning and the entrance was one-way with no crossover in sight...
And that is pro-player.
At this point I do not believe that even perfect game knowledge presentations can fix everything. They can not.
That´s why I am educating people here and doing videos and tutorials. Some of them make me a little money from YT, some not. But at least I can send a link instead of writing things all over again.
That is what I can do.
There is only one "new" information for players, and that tracklayers EXIST (and cannot do anything else) and that they can have "bonus" modifier to boost their laying speed.
Currently there will be two types of tracklayers:
UK-25 modern one with 5x modifier (super build speed corresponding with its high level)
Br80s for early start (short and long versions) that have <1 modifiers to account for need of handwork in most of tracklaying, but having an option to employ hundred(s) of workers to really boost things up instead.
This is much easier to remember then various heating plants production capabilites, so I believe most players will manage easily and will be able to help the struggling rest ;)
This game overloads player with information he/she must remember, but really shouldn't. I know that it was like this already, but you proven yourself (not only with this post) that you can influence some changes to the game, so I ask you to consider persuading devs to add some indication which vehicle is which.
And about hidden/unclear mechanics ... there are a LOT more then you listed. Excavators and electronics changes are just one thing, but can you exactly understand how heating works? How path for power distribution works and how to correctly design and connect a network with 2+ power sources and avoid brownouts somewhere? How crime and police stations work despite it can clearly kill your republic fully when not addressed right? How is it connected with productivity and loyalty?
I could go on and on. There are dozens of issues and unclear mechanics. Which is sort of symbolic and reality-inducing - irl you will not get full picture of everything in a complex system, either (if you don´t believe me, go ask your nearest car resaler/mechanic how they diagnose problems). This game is similar to this.
What I believe is that a thing about what a trackbuilder needs to be communicated and clearly foundable. And I am doing maximum about it.
Will there be a confusion? Yes. Is it preventable? Well, not entirely. Just look at this thread:
https://steamcommunity.com/app/784150/discussions/1/603041689184095064/
With respect to you,
Sirius Czech
I can agree with that and I can say that personally I like that some of game mechanics are not directly explaned mostelty because as you already stated
Crime is one of them actually. I don't remeber having problems with crime. I wasn't interested in how crime works in depth. If there is crime there is a demand for police and if I don't provide the police than bad things can happen. It is our duty to be prepared for the unknown, fires, earthquakes, epidemics, price fluctuations etc. But to be prepared you must have at least some basic knowledge/information. Can you imagine prepearing for epidemic and when it finally happens you realise that instead of hospitals, you build fire stations, because game never told you which is which? In depth game mechanics can be explored through trial and error, but basic information should be given on the spot. Distiction between cranes and trackbuilders is one of basic things imo with reasons stated in previous comments and it should not be hidden.
On second thought, maybe naming them "crane/track layer" is not that bad idea actually. As you and I already said the same thing is basically with the tunneling machine.
But it's definitely not the best solution. The game already does good job with standarizing things i.e. with automatic price calculations for vehicles (although that could also be better). We already have distinction between excavators and buldozers, but distinction between trackbuilder and cranes can only be in their names? I always crave for consistency in games, because that's where most confusion can be mitigated. Changing rules in the middle of the game without notifying about it first is were most people get confused and frustrated. I know that at this stage asking for such changes probably won't do much. But at least maybe devs will consider more consistency in their new game?