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They are interfering with my plans 9 times out of 10 (not exaggerating! - I have to redo, and redo, and redo again, over and over and over, because the most minute bit too close, and the thing snaps back in where it MUSTN'T...)
I am close to [literally] pulling my hair out over this annoyance, but so far I resorted to a number of ALT+F4 substitute actions...
-.-
Also: the fact that rails collide with rails ("structures"), to the point, where they interfere with THEMSELVES, constantly having to rip out build tracks, over and over again (or reloading to the point, where non of my whiskey is ever produced, because it resets the progress every goshdamn time!!!)... it's exhausting.
Trying to build neat mergers and whatnot, under these conditions, is a literal pain in the you-know-what . . .
At this point, I am wasting thousands upon thousands of dollars, just so I can avoid all the "collisions", that, most of the time, make no sense to me, as I am already keenly aware, and try to plan well in advance for this NOT to happen.
You know: If there was a "button" for building bridges, even w/o the desired functionality I expressed above, most of this could be avoided...
If I am building at a "+4",
then, it should be obvious,
[that] I do not wish to merge with tracks underneath (jumping over them, not intermingling with them, is the very thing I desire!).
If there was a "build bridge" button (pressed for that very moment (hold? toggle?)), that avoided unwanted merging of tracks, it could even allow me, to "snap" parallel to the track underneath (with the foot of my current track-portion / endpoint),
in order to find the perfect point for my [to-be-built] track to slope from "+0" to "+4" (thus giving me better control (finding the perfect jump-off-point),
in order to get the slope I wanted (3 or 4 or 5... I am not even sure, how much these numbers mean in terms of accelleration for the trains; but 7, 8 or more seems excessive!), just in time to have the perfect hight RIGHT THERE.
... then the same for the opposite side
... then slope back down to "+0".
... done!
Also...
What would I give, to have a "build 2 or 3 tracks in parallel" functionality!
It would allow me to avoid ripping out parts of tracks [over and over again] to find perfect solutions [for the most part, I guess...].
I want one-way-tracks, double layouts, for minimizing conflicting-usage by opposing trains!
EDIT:
You know what... this all points back to the desired functionality, of suppressing [individually] either
a) the forced merging of tracks (and the snap-in for those)
b) the forced paralleling of tracks
... subduing the forced mergers, would already give me the desired functionality, I suppose!
So, the only question that remains is:
toggle?
- or hold?
Either due to loss of interest or due to exceeding the level of irritation.
Also: what do you mean by the time-constraint?
Where are you from (/located right now), if I may ask?
(For myself: I am German, living in Germany; that would be "CEST", if I am not mistaken. We are talking timezones here, right?)
I was wondering, anyway, why some "mere moderator" would care to contemplate a "mod", that would fix the problem I did describe; though, some people out there are very dedicated, so I didn't want to rule out anything...
... interesting :D
btw.: I played the demo (RC2); and some of the things one could do with those finance-employees was insane! ^^ (also: the clutter of unsigned employees got unbearable, after a while; or the interface in general)
Even just an army of "+4% to coal sales" employees, could do tremendous work, rendering other enterprises useless (having to build dorms all over the place was dwarved by the outlook of printing money free of charge with them... other than wages, which are manageable). This, and the fact, that these mechanics allowed me to sell paper to the books factory at a higher price, than it did cost me to purchase their books... xD
Maybe "dorms" isn't the best solution, of how to enhance office space . . .
Anyway: the demo got me curious; your original game was once on my wishlist, but I only bought it (dirt cheap), after the rc2 demo got me intrigued.
... I miss those times, when demo versions were the norm, not the exception :(
(... the time, when printed gaming-magazines were still relevant, with their added CDs, full of demoversions and patches; and a free game here and there)
...
-- aaaaanyway: I wish you best of luck to your project!
I am looking forward to what you guys(&and gals?) will have cooked up with your second version.
I do remember, that cross[-connect-]ing tracks was possiblle in the demoversion, so this would address most of my concerns above (if the auto mergers and auto-paralleling would be left to the discretion of the player, to toggle on or off (even mid-build), at will...); but only for THAT game.
it felt very unfair, to go bankrupt (w/o warning), at the end of the year thanks to "taxes"; esp. since they were calculated weirdly (quarterly? -- but paid annually? ... not a good angle from a players perspective). I didn't even know what happened at first, and had to work it out myself, little by little, since there was no proper message linking one issue to the other...
I was lucky, that I had a bunch of products still laying around, which I had to sell to the cities, asap, in order to avoid that devious pitfall!
Note, that my company was doing very well at that point, I just didn't have the money in raw funds to pay those unannounced (!) taxes xD
I had huge pile of notes I took from that demo, but never cared to make it into a discussion article/adding it to the discussion of the demo itself...
These days I see more and more demos available for games. Not for expensive ones though.
[/quote]
I hope thing things will be balanced later. Especially with more reports from players.
Thank you
ha!
Atleast I can pride myself in having figured out what went wrong (without notification!)
"Death 'n taxes...", amIright?
Death, taxes and negative reviews...
anyway: all the best, to your endeavors!