There are going to be other symbols, like the one for way-points, this one indicates the way-point is fully aware of one-way road direction, traffic side, as well as they may display differently depending on road/tram type too.ĭrive-Through Stops ONLY.png (45.44 KiB) Viewed 733 times different to the ones in the orientation panels (using act2 var 0x10 comes to mind). Also, maybe we could display other sprites in the menu bar e.g. Something like callback 15C for Objects could help. If anybody has any idea let me know, how it could look. I still need a symbol for 'incorrect road/tram construction tool bar'. May be the menu could be greyed out, if there are no available stops inside. Light Rail Stations are only available for Light Rail tram type. Due to not having the ability to display additional text, I cannot tell players important information, like you are in the incorrect road/tram construction toolbar, the stop is not yet / no longer available. It works now, however, it does not really work for me : It might be an error on TT-F's side, that only orudge can resolve.Īpparently, the server disk was nearing its capacity. Tl dr: Dorf fortress of transport tycoon genre.If its a fault with TT-F, i'd recommend using the suggestions feedback error. Same for passengers.īonus feature: Awful graphics! (But I supposed this shouldn't be a problem for the DF people). Same applies to ships, they can figure out a route on a complex maze without problem.ġ0: Emergent behaivour: You'll find cargo taking unexpected routes once your network gets complex enough. That also means the train pathfinding is usually smarter. You can mix-and-match content that is made for a given resolution for addons.ĩ: Per-block pathfinding: Trains only move if they can secure a route to the next signal or stop, so nothing crashes (even if they do, no breakdown, the line only clogs). The most popular paks are pak 64 and pak128 (the one used in my screenshots). Pics on the spoilers.Ħ: Brutal economics: turning a profit is hard, but you can reach the bill gates point in mid game, but in early game a network flop and you can go straight to bankrupticy.ħ: Eletrification and passanger bonuses: You can build powerlines to take energy from powerplants to factories boosting their productivity.Ĩ: Multiple content sets: Simutrans comes with paksets with different graphics styles and gameplay balance. You can also keep using obsolete stuff if they feel a niche you need.Ĥ: Programable game speed - you can have the historical timeline progress super slowly, income rates and maintenance adjust themselves accordingly.ĥ: Full Z-levels above and underground: The UI is a bit unweildy but it works. What is simutrans: Simutrans is an open source project dedicated to creating a transport simulator game in the spirit of transport tycoon, but with some different approaches and gameplay features, such as:ġ: Full map pathfinding: each passanger in your vehicles has a destination and will pathfind trough your network to reach it (akin to cargodist experimentals on OTTD, but way better), no need to set "transfer" orders or whatever, the game figures out a path and gets the goods flowingĢ: Modular cargo: A "peice goods" trailer can accept any good that is classfied as peice goods (such as electronics, plastics, finished goods, wool, etc), what allows for double-direction routes where your train hauls different stuff on each pass.ģ: No breakdowns - simutrans is all about logistics, so no breakdowns or scheduled maintenance. Highlights of latest versions is the new sectional view and full Z levels for subways (and curved tunnels). There's a new branch called simutrans experimental but I haven't fiddled with it much. So it turns out simutrans still is alive and slowly progressing.
0 Comments
Leave a Reply. |