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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Other Games > Other Games > Locomotion AkA Transport Tycoon 2?
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General Ludd is offline General Ludd
Emperor
Minion of the Dominion
Aug 2001
time: 05:36
  Old Post 15-09-2004 18:14
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#121 Report this post to a moderator
Put an end to popups!

and if you can't build through... you can always build over, or under.

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:36
  Old Post 15-09-2004 18:17
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#122 Report this post to a moderator
Enter the AD-FREE zone

Are boats still useless in Locomotion then?

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 15-09-2004 20:06 Visit Maquiladora's homepage!
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Help yourself to an AD-FREE life

I think theyre better than they used to be. Theres a scenario that encourages you to build canals to join lakes, it works especially well when you get them dropping off raw produce like lumber then waiting for the paper and taking it to the printing factory then taking the goods back to the city, so it can supply its own cargo, because bulk ships can carry 250 tons of lots of different kinds of cargo, while a train can carry maybe 100 tons of one ot two things that arent in the same production chain, like chemicals and oil in tanker cars.

Last edited by Maquiladora on 15-09-2004 at 20:11

The Rusty Gamer is offline The Rusty Gamer
Prince
Christchurch, New Zealand
Apr 1999
time: 17:36
  Old Post 16-09-2004 12:03 Visit The Rusty Gamer's homepage!
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#124 Report this post to a moderator
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I've got the demo and there seems to be no way to build bus or train stations - only airports and docks. Have I missed something?

Kassiopeia is offline Kassiopeia
Emperor
Jyväskylä, Finland
Jul 2001
time: 07:36
  Old Post 16-09-2004 13:54 Visit Kassiopeia's homepage!
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#125 Report this post to a moderator
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It's there in the same window you use to build roads or rails with, there's a tab with a picture of a station on it. Stations can only be built on existing tracks or roads, btw, unless it's a passenger/cargo terminus.

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:36
  Old Post 16-09-2004 15:00
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#126 Report this post to a moderator
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Ah! Because in the first game, you could put down a station, and a short length of track, and just leave it there, knowing that none of your rivals could build there, and that the urban development wouldn't be able to take over those squares. Of course, if the other companies tried to just build across the track that you had set out then you can just dig up a section of that track, build a bridge and then join up the track to the rest of your network when you (or more importantly, the station) is ready to use that stretch.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 17-09-2004 00:10 Visit Maquiladora's homepage!
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#127 Report this post to a moderator
Put an end to popups!

One of the first changes i noticed was i couldnt block the AI. When you build near them to try and block them building a new route it just says "another company is about to build here".

Im 2/3 through the medium scenarios now and havent had to repeat any so far, whether thats a sign of my misspent youth on TTD or these scenarios are more than easy i dont know.

gjramsey is offline gjramsey
Prince
Wooo! Pig! Sooie!
Nov 2001
time: 23:36
  Old Post 17-09-2004 01:32
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I never played TTD before, so I must be a sucky newbie at this....Bankrupt my company in the second scenario last night, without even building a train. It didn't help that I accidently destroyed a concery hall that was accepting Goods, and was the only place on my network that would take goods.

Standup is offline Standup
Prince
UK
Apr 2002
time: 05:36
  Old Post 17-09-2004 03:55
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#129 Report this post to a moderator
Increase the size of your Attachments

I'm still on the easy but it feels the penalty for destroying houses should be higher. At the moment it's a pretty easy trade off for placing a station and track in the middle of a town.

it would be useful to be able to see what's accepted before you build the depot/station etc. At the moment i'm pretty poor at judging this.

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:36
  Old Post 17-09-2004 12:43
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#130 Report this post to a moderator
Tired of ads?

Doesn't it tell you that?
I'm sure that in the first one, you chose a station to build, and moved it out over the map. Once you got to where it was going to be, it would show you the "reach" of that station, and so you could plan the best position for it. Of course, it was occasionally annoying because you'd place a station that reached a farm, but when the fields appeared and disappeared, then sometimes it would go out of range, and you'd need a bigger station. My favourite was a bizarre map, with only three factories, practically next to one another. Needless to say, my station(s) went right in the middle, and before long I had a 5 track station for incoming materials, and a 3 track station for goods going to the cities.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 17-09-2004 16:38 Visit Maquiladora's homepage!
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The trouble with the new system is you can only place stations on existing track, so you railroad through houses then cram a good station in the middle of a city but then find out it doesnt accept goods. I thought there might be an easier way but short of counting all the buildings that accept goods in the radius of the future station i havent found it.

gjramsey is offline gjramsey
Prince
Wooo! Pig! Sooie!
Nov 2001
time: 23:36
  Old Post 17-09-2004 17:24
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#132 Report this post to a moderator
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I placed a Cargo Depot right next to a building that said it would accept some goods, but the depot accepted no goods at all....waste of a building.

The window that pops up for the cargo depot does show itty-bitty icons for what it will accept, if anything, but I am having a time trying to determine what the icons are, besides people.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 17-09-2004 17:27 Visit Maquiladora's homepage!
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quote:
I placed a Cargo Depot right next to a building that said it would accept some goods, but the depot accepted no goods at all....waste of a building.


If it said something like "accepts 1/4 goods" then you need at least 4 of those type of buildings to accept goods i think.

gjramsey is offline gjramsey
Prince
Wooo! Pig! Sooie!
Nov 2001
time: 23:36
  Old Post 17-09-2004 18:09
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ok, I don't remember that being spelled out in the manual anywhere!!!

I guess I will stick to short bus routes to make money for the first years of a game.

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:36
  Old Post 17-09-2004 18:13
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Depending on how much money you start with, and whether the distances aren't too great, an oil train will bring in tonnes of cash in the early game.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 17-09-2004 18:42 Visit Maquiladora's homepage!
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I agree. Long train routes are the quickest way to complete a scenario. In the manual it says its best to start with bus or tram passenger routes to get steady early profit then build up as you go, but its just a waste of time IMO. Find a long, flat, cargo heavy train route to start (and there usually is at least one) and youre flying.

General Ludd is offline General Ludd
Emperor
Minion of the Dominion
Aug 2001
time: 05:36
  Old Post 17-09-2004 18:43
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#137 Report this post to a moderator
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Yeah, cargo hauling trains are still the big money makers.

gjramsey is offline gjramsey
Prince
Wooo! Pig! Sooie!
Nov 2001
time: 23:36
  Old Post 17-09-2004 19:31
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I will try that.

In the first scenaro, I was making most the money from trucks and buses, and the train network I had going got me next to nothing. Trucks were carrying the same cargo as the trains. But the train station never had the steel to take to the next plant, while the trucks cargo depot had plenty. I probably just didn't have enough trains giving a steady supply or coal and iron to the plant.

gjramsey is offline gjramsey
Prince
Wooo! Pig! Sooie!
Nov 2001
time: 23:36
  Old Post 18-09-2004 19:42
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#139 Report this post to a moderator
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Interesting. 1 train and later a second, plus 3 buses, and the scenario was over in 1 year 7 months. I am going to keep playing this land for a while to test stuff out!

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 19-09-2004 00:59 Visit Maquiladora's homepage!
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I think a few trams can make as much as cargo trains but you have to lay the track loop early around a city, then the city grows around it and you can start running a lot of trams on that loop and get 200+ passengers on each station sometimes. In one scenario ive got 30 trams taking £35,000 month profit. Comparing the cost of a tram route to the price of a train route, trains are probably still better but you need more ready cash to get train routes up and running.

DRoseDARs is offline DRoseDARs

Prince
"My god, it's full of peas..."
Jul 2002
time: 21:36
  Old Post 19-09-2004 03:21
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#141 Report this post to a moderator
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My impressions so far:
I agree that trams are the way to go at the very beginning: Early money-makers. I really don't like the RCT-style track-laying. I miss depots. The "hide forground scenery" function is buggy; it only transparentizes the stuff in the lower half of the screen. I really, really don't like the menus openning by simply moving the mouse cursor over them.

Overall, this game is not TT3, but I don't hate it either. It's different than its predecessor, but I'm warming to it nonetheless. I have confidence that if not in the form of official expansion packs, then the modding community while easily address problems in this game.

General Ludd is offline General Ludd
Emperor
Minion of the Dominion
Aug 2001
time: 05:36
  Old Post 19-09-2004 03:30
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quote:
Originally posted by DRoseDARs

Overall, this game is not TT3, but I don't hate it either. It's different than its predecessor, but I'm warming to it nonetheless. I have confidence that if not in the form of official expansion packs, then the modding community while easily address problems in this game.


The thing about the modding community is that they've already invested a **** load of work in Transport Tycoon, and from what I understand they generally aren't all too happy with Locomotion. Most of them will probably stick to modding TT.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 19-09-2004 04:05 Visit Maquiladora's homepage!
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quote:
The "hide forground scenery" function is buggy; it only transparentizes the stuff in the lower half of the screen.


This is what its meant to do, so you can quickly move the screen to see rather than having to turn it on an off all the time.

As for it being a sequel to TT, it probably isnt to me and i dont think Chris Sawyer ever wanted it to be, with the title "Locomotion". There are little touches missing that make it a complete experience, like shares, subsidies and what would it take for private cars on roads etc. To me it just feels like RCT with busses and planes but ive enjoyed it nonetheless.

lord of the mark is offline lord of the mark
Emperor
FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000
time: 00:36
  Old Post 28-09-2004 21:30
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quote:
Originally posted by General Ludd
Here's an example of how I build my tracks, if you want to look at it. I have 9 trains servicing 3 stations, all rather smoothly.

In that save I have just recently expanded to a tripple rail track, because there was way too much congestion with just 2 tracks, especially with that long hill climb right before the tunnel.



does this game have passing sidings? Thats how real world railroads tend to handle issues like this. They dont just go from a one track RR to a two track RR - they increase the number of passing sidings, until it reaches a point where its worth connecting and upgrading them (passing sidings being built for slower speeds than main line). Ditto when a two track line is congested.

 
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