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There's farming in KSP now??
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# ? Jul 9, 2025 23:04 |
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Baronjutter posted:There's farming in KSP now?? Wouldn't that be the best of both worlds ![]()
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mackintosh posted:Wouldn't that be the best of both worlds
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mackintosh posted:Performance is still dogshit in late game. I have to wonder if they even tried any optimizations, I honestly can't tell. The in-place vehicle replacement feature is nifty and should have been there in the first place, but... you can only specify one consist/vehicle per line. If you like mixing and matching consists to increase variety, it seems you're poo poo out of luck. Maybe it's something they will add somewhere down the line. For now I'm going back to plowing. Yeesh, you're not kidding. I just booted this game up for the first time ever, and it definitely feels like it's in beta. The performance is choppy and the UI is deeply unsatisfying. Anyone who was complaining about Cities in Motion's UI should look at this game for something worse. Even 1990s-era Transport Tycoon Deluxe has more attractive UI in my opinion.
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Apparently they announced a USA DLC just before Christmas, supposed to be out in February. http://www.train-fever.com/2014/12/usa-dlc-to-be-released-in-february-2015/ What interests me more in that post, however, is this: quote:At the same time, modding capabilities will be extended. We will not only reduce the number of currently hard-coded implementation parts, but also improve the handling of mods in general: Mods can then be activated or deactivated in-game and save games will remember which mods are active.
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Now I want Multiplayer to that and this game would be neat. I've played so much Railroads! with my wife that it comes out of our ears right now. That game rocks, but multi in Train Fever would be awesome.
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They released a performance improvement patch yesterday. Moved some pathfinding calculations to a separate thread. I'd say at least 50% performance gain. My late game has gone from unplayable to just really, really poo poo, which in all honesty, is a significant improvement.
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I tried and got double frames. Late game 15fps is now 30. Which is nice. Gonna wait for USA patch before I dive in.
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The USA free DLC releases this Friday and honestly, the somewhat barren landscape of the game fits the US setting waaaaaaaay better already. The screenshots look great. http://www.train-fever.com/2015/02/usa-dlc-to-be-released-this-friday/ Not only that but modding tools are expanded also in this patch. ![]() ![]() ![]()
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Finally something that may coax me into starting a new game.
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mackintosh posted:Finally something that may coax me into starting a new game. Let's hope that it patches during this night EST time so I can get my hands on it since I can't sleep.
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It's out now! http://www.train-fever.com/2015/02/usa-dlc-officially-released/ And it looks great.
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Sweet. I have this weekend reserved for Attila, but I might give this a go too.
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I haven't played this in a few months, have the performance patches helped a lot?
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Goetta posted:I haven't played this in a few months, have the performance patches helped a lot? Yes, the last patch doubled late-game performance.
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Deal of the Day on Steam until 3/1/15 at 10am....$11.89 for those like me who've been holding off on buying this.
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Yeah I just picked this up on sale yesterday, it's pretty good and scratches that RRT3 itch nicely. I'd love to see a few more production chains, and a campaign (or at least scenario) mode.
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The performance problems do seem to have been mostly fixed, so that's great. The first 30-50 years still feel very slow, however, at least if you start in 1850. I was initially a bit confused about the USA DLC not being automatic, I had to go into the Steam store and click "Install" next to the DLC pack, which was then listed as free. I really hope they will add something to shake up the industry chains, it's far too predictable and simple as things are currently. Raw material industries should be sensitive to natural circumstances (forestries needing actual trees to cut down, mines and oil wells running out, if they ever add farms those should be sensitive to deprivation of farmland), and really it ought to be necessary (at least in some circumstances) to feed one secondary industry with materials from multiple primary ones. I mostly do like the passengers dynamic. Sort of missing mail distribution from Transport Tycoon though. Train stations feel gigantic, but that's really more a problem of cities being really small. The overall scale of the game (except for industry buildings is close to realistic. But if I ever said something like passenger and freight train stations being entirely separate being okay, I retract that. I've built passenger stations by industries far too many times in my new game already.
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Well, I lost interest very soon after starting a new game. There's just not enough variety. Sure, all the new trains and the "American" setting are cool, but I guess I'm just too much of a RRT fan and the limited industries and rather poor industry chains just don't have enough to keep me going.
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new patch just droppedquote:Today we have released a patch which fixes both issues of the recently published USA DLC as well as issues of the new mod system. http://www.train-fever.com/2015/03/first-post-usa-dlc-patch/ Kilonum fucked around with this message at 20:39 on Mar 3, 2015 |
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Any recommended mods that aren't gamebreaking? The game feels a tiny bit barren. Reminds me of Banished, where you can pick your own equilibrium point for growth and then it's kind of like "well now what?"
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I picked this up during the sale, and enjoyed it for a bit (started out with a small map, bad idea actually, I'm waiting to hit 1900 in my first game so I can start a larger map in that year). I like that they've been improving the game since release with patches and DLC. After playing for a bit, and dealing with some of the crazyness of the track laying system, my only really big wish is that cargo would prioritize using train/truck lines, and to remove (or at least increase) the 30 minute route time for cargo. It would make cargo actually worthwhile, and somewhat fun to transport. As it is, seeing cargo trains pull away with 9 barrels of oil because 3/4ths of the oil decides to take the roads is just disappointing.
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Is there any way to batch replace vehicles by type like in openttd? I only found the per-line replacement thingie which is just unwieldy. Picked this up and played it a bit and, well, in my opinion what they made is a really barebones openttd clone with somehow even worse UI. Kinda disappointing if anything. It is proper 3D I guess but it really doesn't help improve the gameplay in any way.
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That's t, though. This game scratches the itch of building fairly realistic train networks with switches and poo poo. It doesn't necessarily mean that this game is great or even good. It just is the only one out there. What would I do to combine this track building with the business of RR Tycoon? And yeah, there has to be more agents than the regular time agent. Somekind of "traveller" agent that wants to go far and pays more the farther he goes, and somekind of cargo that is happy sitting in place for a long time, perhaps with a time of 60 minutes?
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cthulhoo posted:Is there any way to batch replace vehicles by type like in openttd? I only found the per-line replacement thingie which is just unwieldy. The on street graphics are clearly something they put a lot of work into and those graphics aren't in open ttd. And clearly there are a lot fewer resource points in tf than there are in open ttd so I don't really think that's what the tf people were going for. I think they were making a game where the challenge is in maximizing the resources that are there, more than maximizing the map like you do in open ttd.
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A lot of the problems of this game could be solved by more cargo variety. You could manage the economy through those. For instance, there could be relatively abundant chains that didn't make money and rare ones that would likely be further apart, but would scale up with the cost of the infrastructure needed.
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# ? Jul 9, 2025 23:04 |
There's lots of things that could be expanded on to make the gameplay more interesting. For challenges TF gives right now, building railways around the terrain with the challenges of the natural grades is definitely one of them. At least early when locomotives are weak and cashflow is slow. (When you begin earning millions on single trips suddenly it's no big issue making huge tunnels through mountains, building every line as high-speed electrified rail, and just bridge over annoying valleys. And the high-powered trains handle the grades easily either way.)
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