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Transport Fever

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Orange46

Transport Fever

Unread post by Orange46 »

Well, this is a major improvement over Railroad Fever. The trains actually work and you can run multiple lines over the same tracks. The trucks and airplanes are cool also. Just before I bough the game they added two campaigns consisting of 7 scenarios each and they were as good as the RT3 campaigns.

What's not to like - uh - nothing really, I assuming I can get an answer to a small problem I just posted on Steam about. The graphics are great, train, plane and truck watching is fun and city growth makes more sense than in Railroad Empires. Actually, thou, I am not sure how to mod or develop scenarios and I suspect that it will be something that I won't be trying. I gave up on Railroad Empires as it was no where close to be as friendly as RT2 and 3.

lakerebg has Transport Fever Just now
https://steamcommunity.com/profiles/765 ... reenshots/

The farms on lines 6 and 7 are not producing although they are connected to truck stations. The line 3 farm is working and it uses the same food and town depot. Farms on 6 and 7 were originally connected to a closer food plant and separate closer town truck stops in commercial zones, but neither farm produced then or now.

In my first shot on free play I had the same problem with the first of about 7 farms I connected. I didn't discover the problem until I ran out of cash, so I quit and restarted this, my second try.
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Hawk
The Big Dawg
Posts: 242
Joined: Fri Nov 10, 2006 10:28 am
Location: North Georgia - USA

Re: Transport Fever

Unread post by Hawk »

I don't think we can create scenarios for TPF, but we can create maps. I've made a couple myself.
There's a slew of mods available for the game too, at the Steam Workshop as well as at https://www.transportfever.net/

Making mods for the game is a different story. As I mentioned there's a ton available but making most of them (models) requires decent knowledge of a 3D modelling program and a paint program. I've not attempted that. :roll:

Resource facilities only produce if the production facility demands.
Production facilities only produce if towns demand.

If the town you're shipping the finished product to has reached it's demand limit, the production facility will stop production, and the resource facility will also stop production.

This is generally a temporary situation and once the town starts demanding again the production and resource facilities will once again start producing.

Also, looking at your screenshot, 119 minutes frequency on line 6 and 159 minutes frequency on line 7 (frequency=delivery time) means something is wrong or you don't have enough trucks running product. I'd guess the distance is quite far. Not a good with trucks idea in the mid 1800's. Trains may serve better. Again the distance plays a big role in delivery and profit. A longer distance brings bigger profits, but too long of a distance may be unprofitable in the early game years.
You can typically consider any delivery time longer than 20 minutes to be a less than productive line. In your case lines 6 and 7 will, in all likelihood, never ship anything.
Hawk
Orange46

Re: Transport Fever

Unread post by Orange46 »

I did some experimenting and it looks like frequency was the key. I restarted the build and watched as nothing happened with only one cart on the very long run, then restarted again with more tests.

In my final test I stopped the truck until the farm's production went from 0 to 100 and back to zero. It took another year for the farm to produce, but not until I put 4 vehicles on the route to get the transit time down to 36 minutes. My other lines all had started with just one vehicle, but I kept stirring more into the pot over time, mostly to keep them separated. But, the farms and quarry started producing immediately.

So, what maps did you make and where are they?
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Hawk
The Big Dawg
Posts: 242
Joined: Fri Nov 10, 2006 10:28 am
Location: North Georgia - USA

Re: Transport Fever

Unread post by Hawk »

Orange46 wrote: Sat Feb 16, 2019 1:40 pm So, what maps did you make and where are they?
I have 1 real world map and 2 fictional maps and they're on my hard dive. :mrgreen: I've never shared them with anyone.
I don't have a problem sharing them. I just never got around to it. Plus none of them have been played for more than 50 years or so. Course I don't think I've ever played a map more than about 100 years. I tend to get bored with it in that time. ^**lylgh

The real world map is Georgia and portions of the surrounding states. The Georgia map and 1 of the fictional maps aren't what you would call plug and play. I did place the towns and resource facilities myself (towns placed as close to real world as possible and industries placed about where they might be in the real world or close to where they might be if they don't exist in the real world) but neither one includes production facilities. You have to build them yourself (enabling that ability in the base_config.lua file or with a mod). The Georgia map does have production facilities located, but they're commented out in the map.lua file. Uncommenting them would make the game place them when first loading the map.
The Georgia map only has 2 of each resource facility, with the exception of the farm, which there's 3. The fictional map has only one of each resource facility. Neither map has a crude oil facility. Those need to be added on both (3 in Georgia - in The Gulf, and 2 in the fictional). Both of them require downloading a specific mod (an offshore oil platform) plus enabling one of the default mods (no costs). Then the map needs to be loaded, paused, the downloaded mod placed, saved, reloaded with the default mod disabled, then it's ready to go.
Needless to say, they're a little more difficult to play than most maps, although neither one is really hilly or mountainous. Just enough to make them interesting.
The other fictional map is pretty much plug and play. I did not place any towns or industries (yet) and requires no mods.

Let me know if you're interested in any or all of the 3. I should mention; all 3 are large maps - 4097 x 4097 - the largest possible without enabling Experimental Map Sizes in the settings.lua file, or with the same mod that gives the option to enable building industries. They may require a somewhat decent system. My system specs are

Motherboard - ASRock M3A770DE
Processor - AMD Phenom II X4 965 - 3.42 GHz
Video Card - NVIDIA GeForce GTX 460 768 MB - Driver Version: 391.35
Operating System - Windows 7 Home Premium SP1 64-bit
Memory - (2) 4096 MB Dual Channel (8 GB total) PC3-12800 DDR3-SDRAM Corsair - 1600 MHz
Sound Card - OnBoard

and later in the game the frame rates can start dropping to low teens and even single digits in some instances.
I do have my Graphics settings set pretty high.
TPF Settings.png
As I mentioned, you'd most likely find better results keeping your frequency time down below 20 minutes for freight. That rule is pretty much mandatory for passengers though. If it takes them more than 20 minutes (frequency-that's real world minutes) to go from their house to their destination, and that includes waiting time, they pretty much just don't go on your set up mode of transportation.
Some residents prefer cheaper transportation and some prefer faster.
Hawk
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Hawk
The Big Dawg
Posts: 242
Joined: Fri Nov 10, 2006 10:28 am
Location: North Georgia - USA

Re: Transport Fever

Unread post by Hawk »

Hawk
Cash on Wheels

Re: Transport Fever

Unread post by Cash on Wheels »

Don't use wait for full load when just starting out a line. Only once the line is established can you test using wait for full.

BTW if your clever enough you can use the RRT3 map builder to make height maps for large areas of real world land!
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bombardiere
Hobo
Posts: 28
Joined: Tue Nov 14, 2006 9:07 am
Location: Turku, Finland

Re: Transport Fever

Unread post by bombardiere »

I bought this game from GOG sale last fall, but only now I have begun to play it. So far I like it. Sure the economics are slightly different that RRT3 and it lacks of continental railway feeling, but it has trains. Pretty ones. Ok the basic game and especially early period has limited variation of locomotives. Luckily there are mods. A lots of those, although I am yet not sure what the quality is.

At the moment, I am still playing so called “vanilla” game to learn how the game plays, but I think that the mods are must. I like to play with steam locomotives and there is only 10 or so steamers. And none of those are specialised. Well for freight anyway. The only freight engine is G3 0-6-0 and it is not very useful after heavier wagons arrives. Another annoyance is that while early freight wagons can do 80 kphs, no locomotive can match this until 1900. Speed is a price factor and I feel that I am paying too much. During early game, money is thigh and I have had difficulties to expand as I cannot afford wagons for my train. As the early locomotives can do only 40-50 kphs, I would want slower and thus cheaper wagons to match those.

Alright the mods can help both issues and there is a lot to love about this game. Signals, multiple tracks and stations means that I can do meanful routing. Track construction has nice tools. I can lower or rise the track and thus I can do flyovers or cuttings. Better than the rollercoaster track on RRT3. And I like that I can have different coach types for different trains. Finally I can separate fast intercity service from slow suburban commuting.

So with the mods, I think that I will have plenty of fun with this game. Still I have to say that it is not Railroad Tycoon 4. Ok, it is not pretending to be as it from Transport Tycoon lineage. So the mentality is different. Still, I would prefer a proper Railroad game. Transport Fever is more about route perfecting and beautiful trains, which can be fun, but I feel that it is no railroad builder game. I want a rail network that spans a country or continent.
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