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- Trains run 40% slower"
This works throughout the game or just in the scenario ?
It would be great if in the campaign, the trains would go a little slower
thx
Much less work for that one. The tech is better balanced for that map (in the 100 year play) and it's all available too. Trains still go too fast though. :)
Any plans on releasing a full america map version of it? (once its released)
I agree, the game is much too easy, so we get a bigger challenge with this mods...very appreciated.
I suspect most, if not all mods that are making changes to the settings will be broken.
@Berley - will have a look
@Captain - I can yes, which region would you like to see?
I've tried to see if I could get the scenario to allow all towns as that would be a great feature. The free games have the option so the game is capable. Unfortunately it's not a setting that seems to have been made public knowledge. If I ever find out, I will add it.
So far, most of the suggestions that have been made in the comments have made their way into the scenario - any reasonable suggestion deserves investigation. :)
I've made changes to somewhere between 100 and 150 data points (some 30-40 have changed multiple times). Balancing is a time-consuming job and best done by many hands. But once done, I can roll them out fairly quickly. I've mostly worked out how to use the data import system for Tome which is a huge help.
I'm currently playtesting The West which is proving quite interesting so far. It took me almost 5 years to become the most valuable company. The last time that happened was way back in the beta.
While I haven't reached the later stages, By that time I believe you will have 100s of trains deployed. Refreshing the fleet with with new trains should hurt you more economically. Especially 1910 in my ,opinion always, would be better balanced with a price increase of at least 300%. After the first years vanilla game becomes way to forgiving and you don't have to care about money, which is why I believe prices should be increased even more.
All of these as I said are my opinion and suggestions. You decide what you do with it.
If you want I can help you testing various changes before you roll them out to more people.
Thanks for the feedback - it's good timing. Best to sort this out before I work on other scenarios. :)
Now to my suggestions:
I believe you need to leave distance measurement as it was. First of all I don't think it has a big impact on fees (From my brief testing). Second it kinda breaks what little realism it offers. A straight line from Oklahoma to Denver in real life is about 800 to 900 Km. In vanilla settings of the game, it is around that 800-900 km depending on where you place it. Now with your changes, it becomes 3700km or more.
I will write down a few more that will come to my mind later and with further testing. Keep up the good work !!!
In other news, I have figured out how to transfer settings between scenarios. This can be largely automated through the editing tool (was trying too hard to find a way to do it in text editors).
There's a fair bit of work setting it up, but once set up I can roll out new scenarios with the same re-balanced tech, speed, engines etc fairly quickly. Only the tasks would need to be built manually.
So, at least one new SimRE scenario coming this weekend!
I make most money with providing basic resources to 2 city's, maybe lowering the profit from freight would be an idea....then again this will affect the AI to.
I'm currently trying to figure out how to easily transfer settings between scenarios. My changes touch about half of the settings that we have access to. There's about 8000 lines of code to those settings and they are not necessarily in the most ideal order for comparison or replication.
With a bit of luck though, we'll have this scenario wrapped up this weekend, and have a second one to play as well. :)
I think the most profound change is to how much money new techs can generate. All of it has been toned down (a handful have been left).
One of the things I noticed was that many techs did similar bonuses in each of the original eras. So for instance a bonus that would raise the fees for freight would appear 4 or more times. Those end up as HUGE bonuses over time, completely killing the balance.
I also saw a way of giving the AI something of a bonus later on. Techs that reduce the cost of tracks, bridges and tunnels have all been nerved a lot. As the AI uses only one track, this "hurts" the player more than the AI and should offset the player's dominance a bit in the later stages.
There's no magic stick here that will solve all the balance issues that come from a slow game, but I think these changes should help a lot.
As always, feedback is very welcome.