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Four letter city abbreviations. For non-road, I use (C or P for type) (T, S, or A for vehicle) (city or cities) (product if applicable). CT LKWD tool delivery = cargo train tool delivery to Lakewood. PA LKWD BIRM = Passenger aircraft Lakewood to Birmingham. For road it’s like BIRM grain gather BIRM food delivery BIRM planks to tools BIRM commuter loop etc.
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# ? Jan 28, 2020 03:26 |
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# ? May 8, 2024 04:51 |
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I rarely name any of them tbh, it’s just a time sink I don’t feel a use for that offsets the effort of thinking of and typing to a naming convention. Although now some of the vehicles display names and numbers I feel almost obliged to name things something less default
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# ? Jan 29, 2020 20:33 |
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I name mine so I don't have "Line 1" through "Line 126" but keep it something simple like "Nanjing - Dehli" for passenger lines, "Nanjing Stone to Brick", or "Nanjing Brick Delivery". I so rarely need to identify the line by name, normally I'm using the line view that shows only the lines I'm looking at and match up the colors to see which ones I'm working with.
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# ? Jan 29, 2020 20:38 |
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CareyB posted:I rarely name any of them tbh, it’s just a time sink I don’t feel a use for that offsets the effort of thinking of and typing to a naming convention. Main reason I do it for trains is so I have an easy reference as to what the makeup is when I go to upgrade
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# ? Jan 30, 2020 21:55 |
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I give every line a unique identifier starting with T for train, V for vehicle, X for airplane, and Z for ship. Then it gets a C or a P for cargo or passengers, and then a number. Then a short description of the line. Closely related lines might get an A/B/C/etc., for example if there are two short lines that feed raw materials to a nearby industry. So my line list looks like: TC-01A Lumber>Planks TC-01B Lumber>Planks TC-02 Planks>Tools TP-01 Tampa-Oakland VP-01 Tampa Bus ...and so on.
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# ? Jan 30, 2020 23:59 |
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So tidy, I wish I could be arsed!
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# ? Jan 31, 2020 00:48 |
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Bold Robot posted:I give every line a unique identifier starting with T for train, V for vehicle, X for airplane, and Z for ship. Then it gets a C or a P for cargo or passengers, and then a number. Then a short description of the line. Closely related lines might get an A/B/C/etc., for example if there are two short lines that feed raw materials to a nearby industry. Okay I really like this, I'm going to steal your layout.
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# ? Jan 31, 2020 15:56 |
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Lou Takki posted:Okay I really like this, I'm going to steal your layout. enjoy The other thing I do is color lines by cargo/industry type, so that it’s easy to tell at a glance how stuff is moving. For example, if I have a line taking lumber to be made into planks, a line taking the planks to a tool factory, and a line taking tools to a city, all of those will be green.
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# ? Jan 31, 2020 18:53 |
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Can anyone recommend a mod that removes or slows the vehicle degradation? It's not a bad mechanic on the face but it seems like a train can make like 6 loving deliveries before it needs a replacement and micro-ing the actual replacement sucks.
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# ? Feb 1, 2020 17:27 |
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There’s a “no vehicle maintenance cost” mod if that’s good enough. The name is similar to that phrase.
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# ? Feb 1, 2020 17:44 |
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WithoutTheFezOn posted:There’s a “no vehicle maintenance cost” mod if that’s good enough. The name is similar to that phrase. Thanks, I saw that but thought perhaps maintenance on tracks and what not was separate from decay - will try it out!
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# ? Feb 1, 2020 18:45 |
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EDIT: Wrong thread
Kilonum fucked around with this message at 05:12 on Feb 9, 2020 |
# ? Feb 9, 2020 05:09 |
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Anyone played since the new update came out last week? I loaded up my megalomaniac game and the difference in performance was immense. The game was stuttery as hell before it loaded everything into memory or whatever, but since the update the game plays like a dream, no slowdown at all where the map was really creaking before. Definitely worth a try if you had performance issues before or if you were worried about the larger map sizes, cos I'm now hopeful we could get even bigger maps if they've truly resolved the performance issues.
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# ? Mar 11, 2020 14:03 |
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It’s much smoother and the usability changes are great. Everything’s linked now and things like checking vehicle statuses and replacing them is much better.
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# ? Mar 12, 2020 09:07 |
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Bold Robot posted:I give every line a unique identifier starting with T for train, V for vehicle, X for airplane, and Z for ship. Then it gets a C or a P for cargo or passengers, and then a number. Then a short description of the line. Closely related lines might get an A/B/C/etc., for example if there are two short lines that feed raw materials to a nearby industry. I have only been playing TF2 for a couple of days and already I see the merit of such a system. Thank u Bold Robot e; Do people name their vehicles? I name everything except road vehicles Ms Adequate fucked around with this message at 21:48 on May 21, 2020 |
# ? May 21, 2020 21:43 |
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Ms Adequate posted:I have only been playing TF2 for a couple of days and already I see the merit of such a system. Thank u Bold Robot
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# ? May 21, 2020 21:51 |
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New update in open beta now.
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# ? Jun 18, 2020 03:08 |
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And released now. I tried reading the stuff in the notes, but I don't really understand what the better mod options are? What kind of mods should we be expecting now?
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# ? Jul 8, 2020 17:05 |
It looks like one of the new things is game scripts, i.e. mods that are actual code and not just static data. So you will be able to make mods that create new towns and industries during game, and perhaps change the cargo types accepted by towns dynamically, or makes town growth based on other factors. The mods can also make custom GUI, so I could imagine making a subsidies system where you promise a town to provide a certain transport service and if you succeed you get some kind of bonus. Custom GUI in mods also means they can possibly offer more statistics or line/vehicle management than the built-in tools.
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# ? Jul 8, 2020 18:36 |
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nielsm posted:It looks like one of the new things is game scripts, i.e. mods that are actual code and not just static data. So you will be able to make mods that create new towns and industries during game, and perhaps change the cargo types accepted by towns dynamically, or makes town growth based on other factors. The mods can also make custom GUI, so I could imagine making a subsidies system where you promise a town to provide a certain transport service and if you succeed you get some kind of bonus. Thanks for the explanation, I was wondering too!
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# ? Jul 8, 2020 20:10 |
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Same! Does this mean scheduling is a realistic possibility now? With the performance gains the last patches brought I would absolutely love larger map sizes to be on the horizon as it’s currently the only thing currently stopping me from getting stuck back into this game. I want a metropolis to metropolis network but I doubt it’ll happen til the next game
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# ? Jul 9, 2020 01:22 |
If by scheduling you mean vehicles following an actual timetable of sorts, or scheduled dispatch, no I don't think that's possible. At least not in a super great way. (You can probably make a script that starts/stops vehicles but I can't imagine it being a great experience.) It also won't make stations with alternate platforms possible. (Pick any of these 3 platforms to load, to allow a train to enter and one to leave at the same time.)
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# ? Jul 9, 2020 08:16 |
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Wow since this got resurrected allow me to say - goddamn I wish I could hide obsolete and old vehicles in the buy screen.
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# ? Jul 10, 2020 16:53 |
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Isn’t that an option in settings? Edit: maybe not. Do you have a mod active called Vehicles No End Year? WithoutTheFezOn fucked around with this message at 17:07 on Jul 10, 2020 |
# ? Jul 10, 2020 17:00 |
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Hm nothing I can find!
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# ? Jul 10, 2020 17:08 |
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Railway Empire is going to be free on Epic Games next week, 9/10 - 9/17.
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# ? Sep 4, 2020 23:09 |
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So what’s next for TPF2? I feel like I’ve played it to death.
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# ? Oct 24, 2020 21:24 |
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FYI there’s a timetables mod out. It’s pretty nifty and doesn’t require huge amounts of fiddling from my limited testing so far of having a 3 fast lines spaced out to regulate a stopping service either end to move in and out. https://steamcommunity.com/sharedfiles/filedetails/?id=2408373260
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# ? Feb 28, 2021 14:44 |
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God drat. This might make me get back into it. Unbunching trains is a great feature.
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# ? Mar 3, 2021 04:54 |
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So, Railway Empire 2 is coming out, promising to improve on the first one and adding a coop. https://store.steampowered.com/app/1644320/Railway_Empire_2/ Easier track laying, and giving rewards for longer distance tracks.
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# ? May 4, 2023 05:11 |
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# ? May 8, 2024 04:51 |
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Neat. I’ll pick it up in a sale or something as I’ve only just got back into TF1 (reworking/improving a network I considered finished four years ago is pretty satisfying) and that will probably be my choo choo fix for this year.
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# ? May 4, 2023 08:25 |