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Is there a thread for Manor Lords?
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# ? May 17, 2024 19:03 |
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# ? Jun 10, 2024 13:17 |
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Lanor Mords
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# ? May 17, 2024 19:13 |
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# ? May 17, 2024 19:21 |
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Volmarias posted:And I would like to remind you that if reaching the heating plant was truly critical, it would be placed within walking distance, or near a cableway that won't have to stop for trains. Poor planning on the committee's part doesn't make for an emergency on mine.
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# ? May 17, 2024 19:39 |
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OK OP updated for steam link and thread thanks.
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# ? May 17, 2024 20:17 |
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PatentPending posted:Yeah, looking at Steam's current very-much-this-thread's-kinda-deal sale, I'm thinking of picking up... OK well I wouldn’t say I LOVE Transport Fever 2, but on the hand I seem to have played it for 30 hours since picking it up on Tuesday so uh
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# ? May 17, 2024 20:24 |
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Is there a better train game than Transport Fever 2?
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# ? May 17, 2024 20:25 |
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If there is please don’t tell me about it I have a job and need to keep it E: I have just been declared the Boat King
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# ? May 17, 2024 20:27 |
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PatentPending posted:OK well I wouldn’t say I LOVE Transport Fever 2, but on the hand I seem to have played it for 30 hours since picking it up on Tuesday so uh It's a good time, yeah. The lack of dynamic routing is a bummer but as far as modern takes on TTD are concerned I don't think it can be beaten. The mods are pretty good too. Might be time for me to give it a revisit 🤔
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# ? May 17, 2024 20:29 |
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# ? May 17, 2024 20:46 |
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Jack Trades posted:Is there a better train game than Transport Fever 2? Arguably Workers and Resources, if you don't mind W&R also being a city builder. I have both and have played both quite a bit, so that's not just me shilling one of my favorite games. TF2 is a bit prettier and more focused on the trains and other transport, but I personally feel like W&R handles two things better. The first is that resource movement feels more consequential to me in W&R. You don't just get an infusion of cash, you build every step from raw materials to processed goods to finished vehicles and products, and if you don't build those things, then you don't have them. It makes things feel more important to me than the standard train game drop things off, get cash, transport more things for more cash loop. The other thing W&R does well is that routing is dynamic. Sometimes too dynamic; if you're not careful with your setups, you'll find your trains going way farther afield then expected. Shipments are also dynamic. You're generally going to want passenger trains fueling your industries to run on a specific schedule, while goods train will run when full or on a similar trigger. W&R has even implemented distribution offices that will dynamically generate trains based on assigned storage levels, so instead of setting up, say, a steel plant to mechanical goods route you can just tell a distro office to go pick up steel whenever storage is above 50% at the steel plant and below 50% at the goods factory. I really like that, because the whole thing feels more like "real" operations while at the same time letting you the player focus macro scale planning and building. W&R even models the difference between diesel engines needing fuel and electrical routes needing electricity and extra infrastructure built up. On the other hand, not everyone DOES want a city builder stapled to their train game, and W&R can be a bit tricky to learn. TF2 is also going to have a better train variety, with W&R being more focused on Russian and aligned trains from the USSR era. There are plenty of western trains, but definitely not as much as TF2. This is somewhat fixable with mods, but of course TF2 also has mods, so it's still going to come out ahead in the long run.
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# ? May 17, 2024 21:20 |
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Honestly sometimes when I want to mess with obnoxious train systems I load up a creative save of Factorio and just go nuts all over the map.
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# ? May 17, 2024 21:30 |
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a train tourism is really good still sad the DLC ended being japan only... drat you japan and your real life trains in the dlc ruining my life
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# ? May 17, 2024 23:41 |
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So not better than TF2 or W&R which are the two best modern ones. But I also really like Sweet Transit, and Mashinky. And then there’s openTTD which is great but a bit less UX friendly than the others mentioned
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# ? May 18, 2024 11:47 |
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Mashinky is probably my favourite toy trains game though I have played the demo of A train tourism maybe 20 times I’m very very bad at these games though. I think TF2 should be my favourite but I’m impatient with it. Maybe I should bump up my starting year
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# ? May 18, 2024 12:08 |
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https://www.youtube.com/watch?v=6O6LfTxb4qo
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# ? May 18, 2024 12:10 |
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I’ve tried so many times to get into Timberborn but it’s fallen flat every time
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# ? May 18, 2024 15:22 |
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LeFishy posted:Mashinky is probably my favourite toy trains game though I have played the demo of A train tourism maybe 20 times I think the earliest 1850 start is a bit too early to get going easily. Most trains in that era are poo poo and any kind of hill will slow them to a crawl. I personally think 1880-1890 is the best period to start in. You can slow the time progression down too if you still want that experience of dealing with steam trains. I find on default the technology will quickly overtake you. I prefer to play on 1/4 speed, but you can adjust that if it's too slow.
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# ? May 18, 2024 19:00 |
I saw some early previews of Workers and Resources where building was really janky. Like the person was struggling to get roads and other networks to connect when they obviously should. That unpleasant feeling of clicking and dragging and having to struggle to find the one particular point the game will let you build has welled up inside me whenever I consider playing Workers and Resources, preventing me from ever giving it a try. Has that issue been fixed? I understand the simulation might be fiddly, which is fine, but is the interface itself still fiddly?
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# ? May 18, 2024 19:37 |
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I wouldn't say it's ever really been an issue in the sense of "the game can't do it" but it's more that if you build stuff very close together it can struggle with making new connections. You need at least a little bit of space between a road and a building to actually build a tiny strip of connecting road to the building's connection point. It has gotten more forgiving but fundamentally you do just need to learn to not build stuff directly next to your roads and that you can't build junctions too close together. I suppose it would be sort of like belt infrastructure in factorio, if you cram everything very close then you might not be able to build the inserters/splitters/whatever you need to make your belts work properly.
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# ? May 18, 2024 20:17 |
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Yeah there are certainly some limitations but I think they’re fairly easy to learn and build around and mostly they are “can’t cram a thousand connections extremely close together” “this thing is just too close to a road” etc. There’s not any remaining “what the gently caress this should work” instances that I can think of except for maybe some of the restrictions around how close an at grade rail crossing can be to a road intersection, but if you’re crafty there’s an order of operations that lets you get away with cheating this too, if you really insist on an intersection right next to railroad crossings. There are a couple tiny annoyances if you’re trying to build absolutely seamlessly: sometimes roads aren’t going to let you make a node (aka an intersection) right where you want it unless you’ve been extremely careful with building on the grid. This means your blocks might have the slightest, tiniest imperfect corner where the road curls just a tiny bit from plum 90 degrees right before the intersection. You can learn ways to handle this, and again, only matters if you’re getting extremely anal about it. There’s a few other little tiny bits like this that’ll pop up if you’re the sort of person into making things perfect with say, Cities Skylines Anarchy/MoveIt. The only other thing I think is that sometimes there is an order of operations to follow and it can change- I’ve had times where I could not build say, a conveyor over a road - but if I build the conveyor I can easily find the room for a road below it (usually because it needed to shift just a few units away from where the game wanted a support.) There’s times where the opposite is true - and if you place the road first the conveyor effortlessly flies over it, but building after the fact might be blocked (at least for where you want it.) Again though, most of these are much more annoyances and things you can learn to build around rather than a showstopper, and even further: these are only really problems when you just build crazy dense facilities, really, and there’s not really much reason to put yourself in that situation. If you strongly feel the need to, you’ve just got to spend some time to learn the rules and probably a little extra time on pause to maybe lay out a tight section with a little more tinkering than usual. I’ll go dig through my screenshots and find some of my more painful/fiddly edge cases of networks and it can probably assuage your fears because they’re all going to be “okay, well that’s possible if I want to do it, but I wouldn’t want to anyway.”
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# ? May 18, 2024 21:11 |
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Mayveena posted:I’ve tried so many times to get into Timberborn but it’s fallen flat every time I tried once, but it was just so loving slow. I'm playing the colonists at the minute and it's kinda the same but more palatable because it's a bit simpler IIRC.
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# ? May 18, 2024 21:27 |
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Here's a couple examples of weird networks: This has to be the magnum opus of "Hard stupid thing to build" and a lot of things that are difficult are going to be compact highway interchanges, but very doable with some patience. This is also wildly overbuilt and limited access highways are almost entirely for my own brainworms rather than ever necessary or even that useful. This whole city, I should go get more screenshots, but its very tight on networking. I had to do a lot of careful editing here to make sure, for example, a road was long enough between two nodes that it could have a path joined to it, and the roundabout near the train tracks was particularly fiddly, but again, learn the rules and tinker and it becomes a lot easier. I later found out this was a bad design independent on the nasty networking, but if you look at the roads, paths, and conveyors sort lower-center of the image here you can see there's a few weird curves, none of the intersections are a nice 90 degrees. This is all a compromise because I wanted to fit everything in so close. If I had backed everything up and used more space its easy to clean up - but also still technically possible as you see it.
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# ? May 18, 2024 21:29 |
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Kin posted:I tried once, but it was just so loving slow. Hey thanks for mentioning the colonists! I'm going to get back to that today.
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# ? May 18, 2024 22:09 |
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I found Timberborne really fun. It's definitely slow to start, but you can ramp up population pretty fast and you can get the unlocks pretty quick once you have food and wood taken care of. I really liked the water management and making it so you can survive any badwater or drought event, but I kind of ran out of steam once I unlocked the second faction and the beaver city was pretty much running on its own, so I think the new update will be good for having incentives to keep going.
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# ? May 18, 2024 22:14 |
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i find W&R's building/road placement really rewards you for spending time preparing the site via terrain leveling e.g. doing pads for buildings, berms for highways, etc. like you would do irl to build those things
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# ? May 18, 2024 22:15 |
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Rusty posted:I found Timberborne really fun. It's definitely slow to start, but you can ramp up population pretty fast and you can get the unlocks pretty quick once you have food and wood taken care of. I really liked the water management and making it so you can survive any badwater or drought event, but I kind of ran out of steam once I unlocked the second faction and the beaver city was pretty much running on its own, so I think the new update will be good for having incentives to keep going. I feel like that's the biggest issue with Timberborn right now, the game is very fun up until you realize you have the food/water/sickness situation down, and then you're done, you've won, it's all just cherry on top of the sundae after that. Second biggest issue is that the fastest speed mode in the game is still really slow, so you know you've won but you still have to wait ages for a bad tide to try out that new bad tide containment/rerouting mechanism you built, or to get enough resources to fully do the robots thing you're setting up, etc.
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# ? May 19, 2024 01:52 |
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Mad Wack posted:i find W&R's building/road placement really rewards you for spending time preparing the site via terrain leveling e.g. doing pads for buildings, berms for highways, etc. like you would do irl to build those things The level-while-you-plop functionality works deceivingly good for placing one building in the middle of nowhere and then completely locks you out of any more builds without a 100ft buffer zone for terrain smoothing. Meanwhile if you manually level a development before starting to plop you can pack things in like sardines and get max intersections out of road segments. This sort of unequal order of operations feels absolutely like jank when you are first getting used to it. Why should I need to level a development when every other game keeps things level enough? But I'm not mad at it because if you are building a development in real life and you want to pack things in you also need to grade it before letting the constituents build it out. Or you don't and have little fiefdoms on top of hills with far neighbors and you know what that's a valid choice especially in context of what the game is asking you to build.
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# ? May 19, 2024 02:57 |
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Eiba posted:I saw some early previews of Workers and Resources where building was really janky. Like the person was struggling to get roads and other networks to connect when they obviously should. That unpleasant feeling of clicking and dragging and having to struggle to find the one particular point the game will let you build has welled up inside me whenever I consider playing Workers and Resources, preventing me from ever giving it a try. Has that issue been fixed? I understand the simulation might be fiddly, which is fine, but is the interface itself still fiddly? There have been three major changes to drawing roads, pipes, etc. that have, imo, fixed this issue: 1. snap to grid 2. smooth curves 3. snap to adjacent drawn networks, so you can easily place roads parallel to other roads, pipes parallel to roads, whatever 4. you can smooth out the, idk what the term is, 'nodes' in a road after it's placed So, yes, overall the process of building and designing stuff is way, way less fiddly than it used to be.
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# ? May 19, 2024 03:39 |
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piratepilates posted:I feel like that's the biggest issue with Timberborn right now, the game is very fun up until you realize you have the food/water/sickness situation down, and then you're done, you've won, it's all just cherry on top of the sundae after that. Second biggest issue is that the fastest speed mode in the game is still really slow, so you know you've won but you still have to wait ages for a bad tide to try out that new bad tide containment/rerouting mechanism you built, or to get enough resources to fully do the robots thing you're setting up, etc. Yup. If you like making really pretty stuff, Timberborn is great for that much like Satisfactory. Personally I prefer something like Factorio or Captain of Industry with ever growing complexity. Timberborn is just "Hey you have more beavers now you can make more production chains" and very few of them have any real complexity. Just "do you have the beavers/horsepower to add this ingredient onto the pile?" No "Okay this production chain produces this byproduct which is needed here and here but you only need so much so you need to figure out what to do with the rest."
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# ? May 19, 2024 11:43 |
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You can play W and R on flat maps too which helps
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# ? May 19, 2024 12:52 |
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euphronius posted:You can play W and R on flat maps too which helps
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# ? May 19, 2024 13:33 |
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Alkydere posted:Yup. If you like making really pretty stuff, Timberborn is great for that much like Satisfactory. Personally I prefer something like Factorio or Captain of Industry with ever growing complexity. Timberborn is just "Hey you have more beavers now you can make more production chains" and very few of them have any real complexity. Just "do you have the beavers/horsepower to add this ingredient onto the pile?" No "Okay this production chain produces this byproduct which is needed here and here but you only need so much so you need to figure out what to do with the rest." They need to learn from Anno 1800. I don't know what exactly, but I'm playing it again and I'm addicted, so they should try doing whatever makes Anno 1800 so danged good.
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# ? May 19, 2024 15:36 |
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euphronius posted:You can play W and R on flat maps too which helps yeah there are a lot of custom maps that are much easier to build nice-looking cities on than the standard randomly generated rolling hills and ponds
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# ? May 19, 2024 15:46 |
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I would strongly suggest using custom maps rather than random, the best ones have the resources distributed in such a way that building out to each one is a challenge. https://steamcommunity.com/sharedfiles/filedetails/?id=2316873332 That's one of my favourites, and the other ones by the author are good too. Lots of infrastructure challenges but still plenty of open space to build on.
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# ? May 19, 2024 16:02 |
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In theory since Timberborn is one of those eternal early access games, there may be some big planned expansions to the game and at some point they may add more of a "game" onto the game. Although the way that part of the game's premise is that beavers are more morally pure and not prone to unending expansion and consumption as the human world might hamstring some of the more obvious directions to go.
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# ? May 19, 2024 16:19 |
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If you are learning W and R start with a flat map with coal near a Russian border station. Make your first goal building a coal power plant and exporting power
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# ? May 19, 2024 16:36 |
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Ok so why didn't someone tell me about Infinite Craft?? https://neal.fun/infinite-craft/
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# ? May 20, 2024 00:33 |
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Getting real strong Doodle God nostalgia from that webgame.
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# ? May 20, 2024 00:55 |
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# ? Jun 10, 2024 13:17 |
I dunno if this would more properly go into a "citybuilder" thread, but Project Highrise is on sale for 84% off right now for those who need a simtower fix.
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# ? May 20, 2024 01:40 |