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MaglevForever

Fedaykin
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MaglevForever last won the day on January 20

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About MaglevForever

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  1. My observation here: Volume matters more than delivery price. All production must be hauled away fairly quickly. The most profitable industries I ever owned have been getting ALL the output from two or more resources. And I was delivering all resources to a nearby city at a low, 1 or 0, demand. PS. I'm not familiar with the "relative profitability" factor mentioned on the fandom page. Some of the figures don't correlate with my observations. Especially, Coal, Cattle, and Bakeries are at least above average for profits in an actual game.
  2. I wouldn't know for sure without looking at that specific map in the editor, but there is a possibility that this town uses a hidden territory to track this connection. Such a connection is a different case. It depends on what the map maker chose, and if he decided to use hidden territories it was his/her call on the size, aka how close to town center you need to place your station. Connections to hidden territories are commonly used for tracking haulage targets. As a player, the safe strategy for required connections is to place as close to the town center as possible.
  3. More info is often helpful. In hindsight your first post did have "clues" that I feel I should have seen. You are right, in that case you built what game thinks is a "rural" station and those are automatically named according to nearby towns, but with a mandatory suffix. For them the list starts with "XXX junction" onwards. Maybe you noticed already, but there is an easy clue if your station "connects" a town. If it is close enough you will see the town name turn white and under the name: (CONNECTED). This is useful when placing stations, but anytime later you also can put the cursor over a station to check. If the town name remains normal, it's not really "connected." "Connected" status, as the game defines it, matters for growth prospects. An "unconnected" town, even if well serviced, will barely grow over time compared to one that is properly "connected". This makes it general strategy to connect to the towns properly. Because of this nobody is likely to have much experience of this situation in order to answer your question. If the case is that a non-connected/"rural" station can connect more houses, then the player will tend to use two stations. If, so he will distribute some freight to both, even if all express pickups are from the rural station. This is why Mike and I are talking about multiple stations that cover the same houses, one properly connected and one in the location that will cover as many houses as possible.
  4. "x Junction" is an example of a suffix the game adds to a city that has been previously connected in the game. The purpose is to prevent two stations from having an identical name. There are more suffixes and if we keep placing stations at one city we see this: 1st Chicago 2nd Chicago Junction 3rd Chicago Crossing 4th Chicago Place 5th Chicago Depot 6th Chicago Adjunct >6 Chiacgo Adjunct........ Further stations are called Chicago Adjunct. This is the automatic naming system. We are free later to set our own names however we like. Identical names are not illegal. But it's easy to understand how they can be confusing. Mike said to check that both stations "cover" all buildings/houses. As long as this is true, there is no obvious fundamental at work here to suggest different availability. Who knows if there is something hidden that nobody really noticed, but if so the effect can't be large, else someone would probably have noticedby now.
  5. In the lower center of screen is the "list box". The most common use in a real game is probably for the train list. There is a list of players too. When in the editor, there is a special button on the end of the player list "<<switch control to the next player>>". You can tell which player you are controlling by the green outline around him.
  6. Hi Richard, Good luck for Heartland Secret Gold! Things you might want to know: You might have seen them already. The 1st and 2nd are in my view the most imbalanced parts of the game, but of course they define gameplay. 1. Passengers and mail are your cash cow. Their distance computation is bugged. You receive insane revenue for hauling them as far as possible. And of course they have no specific destination in mind making the standard play to haul them about as far as you practically can. 2. Corners are treated like grades. It was awhile since I looked it up, but I think it's about +2%. This is then added to any actual grade. Needless to say that this hobbles the majority of the Express engines which typical have lower power and therefore less than ideal graded performance. Straight tracks are the way to tackle any grade and also bear an unfair advantage on flat-ground. A high grade on a corner is a killer. 3. You decide how big your "cities" are. The demand at a particular city-station is dependent on the number of houses that station covers. The more houses you can cover the better. Having 8 will count as a proper city needing all consumer goods. >8, More houses = higher demand. 4. For best profits try to pair up equal size "cities" that are as far away as possible connected by as straight track as possible, then reap express windfall.
  7. I agree, most maps are cluttered with resources and as I hinted in the micro- thread, the sane and more profitable way to play is to ignore a lot of resources. Part of the reason why I like this type of game is that I think about optimization. This ignore-stuff is at odds with that. An interesting note is that Railroad Tycoon 3 represents all production on the map directly, usage doesn't hinge upon a rail connection/delivery. Map making therefore required a certain sense to carefully balance the economy. Skill didn't necessarily transfer across from RTII. Look for maps of sparsely populated areas. One that comes to mind is the Australian one titled Darwin 1942 by Peter Bennet. The distance factor for Express seems to blow out the price formula on long journeys. By the modern age, 1980+ or so, the increasing desire for rapid transport has mostly brought this under control. Maps from the 2nd century are obvious candidates. Letsdance made a map that addresses that in the earlier times https://forum.dune2k.com/files/file/1516-eastern-usa/ . For a map that has a long chain of production, try Cascadia by Nick Bennett. For something a bit different: Alaska Coal Mine by Gwizz https://forum.dune2k.com/files/file/1067-alaska-coal-mine/ I recommend Jeffry's monster map, but try to get used to a minimal micro- style first. Also, ignoring stuff. You can go crazy on his map. Never finished this attempt, done while I was weaning off micro-. https://forum.dune2k.com/topic/25127-replacing-engines-more-quickly/?do=findComment&comment=382406
  8. Micro- can give best profits, I played for years that way. But, finally I managed to relax my play a bit more and dabble in automation. Simplification was how I went about it. For express traffic I look for pairs of cities. These should be of about equal size and as far apart as practically possible, connected by as straight track as practically possible with no grades on the turns. I will go for max carriages, mix of mail and passengers. Wait to fill 4. For 4-house towns it will be wait for 3 out of 5. For freight, it's better not to mix cargoes. Highest revenue is achieved by dumping a full trainload of one cargo type. At this moment I would summarize 3 overall strategies for set-and-forget freight. 1. Use it just to provide volume to push city growth. Long distance express revenue is so much higher. Best use in the 19th century. Rising running costs and rot factor make this less practical for a modern game. 2. Industrialize. Buy the factories, and run as short and cheap service, both resource in and finished good out, with the maximum of volume. Focus on the industries. Industrial profits are perhaps a little less, but more stable over an economic cycle. 3. Work the chains as Jeffry suggested. The money maker is hauling finished goods a moderate distance. Manage those end-product demands as first priority. You are in control of supply via how many resources you hook up. Resource hauls should be as short as possible, minimize costs. This is the place to use wait-till-full trains. Then when converted you have a full trainload of say Grain -> Food. Often I will repeat the resource section, but alternate destinations. Food -> City A followed by Food -> City B. This gives time for demand to recover. The typical map has heaps of resources that are just for eye candy. Automation is accepting this is ok and for #3 to ignore even more of them. I have a plan for distribution ahead of time before connecting a new resource. A rare few cargoes*, including Food can work as long distance. But said journeys in the 20th century are best if not dead-headed on the way back. That means combining with a different chain. This makes the route more complex, but after a bit of practice it can be setup without headache. *There is some confusion in the documentation about distance factor. https://forum.dune2k.com/topic/23923-cargo-data-for-v156-ripped-from-exe-file/?do=findComment&amp;comment=395629 At the moment the figures I trust most are in the data included with the download of Jeffry's US History map. PS. Sorry to say I haven't found time and/or worked out how to do the check I mentioned in the link.
  9. Lots of the strategy stuff was made long ago. With more maps and slowly more information over time, those are more or less outdated in terms of specific accuracy. As a general idea for someone struggling any idea can be a good one. The GG1 is a super engine as noted above. But the earlier diesel engines have reasonable running costs and can also go up grades. In fact, diesels on a non-electrified system do in fact win out for a CBV race. For example to get the secret gold on the Heartland, USA map without stock tricks. Electric track on Expert seems to cost $6k per section for single and $9k per section for double. Regular single track on cleared flat ground is priced @ $2k per section, double is @ $3k per section. Obviously there are gradients to contend with on a real map, but it's pretty safe to say that electrifying can easily double your track cost. However, in modern times the E-111 exists. Fuel cost on the E-111 is more or less half that of the diesels. The AMD-103 and FP45 are unfortunately hopeless on grades. It has been reported that this game sees corners as an addition to the existing gradient, for example +2% grade. By extension these engines are poor at corners especially if there's a whiff of a real gradient on said corner. This problem has the worst effect on gameplay, it's the main one that limits how involved I can get with the game. That leaves the Dash-9 and the Class 232. These are slower than the E-111, so not only are all their costings higher, they lose outright revenue to the E-111 on any express traffic. Therefore, Diesel isn't really a viable proposition in a default modern game.
  10. . Very nice. Thanks for this. Will test it later. 😀
  11. I have the GoG version. Just to confirm that Silverback is correct. It reports as 1.56. I still see the bugs with Milk demand, ports etc.. I know GoG has been known to do updates that will help a game run with current generation PCs, I don't have a PC that was difficult to run the original disc version, so I have no experience whether there has been some improvements in that regard or not. I'm not a programmer. I don't know this hex stuff. I do have a simplistic free hex program. I tried a compare, but it doesn't give me a report on the % difference. The files appear to be similar length but there are at least a couple larger blocks that are showing as different as well as quite a scattering of shorter edits throughout much of the file. But as I said, I really have no idea. . . .
  12. Sorry, I missed your post. 1. In the later version of EXE data included with his US History map, this column isn't called "Rot factor" but rather "Distance Factor." Actually, these numbers don't line up with either set of values you mentioned in the official documentation. For example Mail's Rot Factor in the table is 10, Passengers 8 and Milk 5. The file shows: 0.54, 0.45 and 0.32. Ship data has only two freight values 0.1 or 0.2. The data in the file has a wide range of values across all cargoes. This is confusing to say the least. Some people have said that it appeared that the ship distance criteria was accurate. Those with 0.2 seemed to benefit from longer hauls. My own experience lines up with this. Food is worth hauling long distance, Lumber is not. The only mention of rot in the strategy guide is this: My personal take is that game date has the biggest influence on "rot factor", which is why the list was only put in the appendix. But it's not that easy, the very next sentence links "days to deliver" with time sensitive, which with a basic understanding and context could be assumed to be "speed of delivery." So my speculation is that both are used to determine rate of revenue loss aboard a loaded train. I haven't experimented with the EXE file myself, but surely this theory could be tested easily if you control everything else, but just change the "days to deliver" on a specific cargo? If someone doesn't try it sometime, I might even try to poke around in the hex editor to test this idea. 2. This means that there is a station building that affects that cargo. For example the Refrigerated Storage building affects Produce and Milk.
  13. A picture will probably be best. These trains can pass through one another without conflict. PS. I don't know the correct naming. I just had to refer to it somehow.
  14. I agree! Your summary of the map is well put together. Were you using the "exploit" of no-conflict X crossings :: diagonal tracks intersecting on grid corners? I always play with custom -25% revenue modifier. Perhaps this is partly the reason that I had some trouble with generating money, but more likely I missed somethings or pushed too hard for somethings. In terms of the seeding of Coal Mines, Dairy Processor, Chemicals, Tool Maker etc.. I'm not one to restart if I don't find the perfect one, if you follow the link below you will see I played a seed with no Cement Mill on the map till 2115. I always took an imperfect placement as part of the difficulty. Actually there is a test version of this which has an extra military outpost (Warm Springs) here: https://forum.dune2k.com/topic/26099-cascadia-from-difficult-to-insane/?do=findComment&amp;comment=384713
  15. Hi, I like this map too, I put together a little summary that might help. Sorry it's a bit late. This map is more difficult than usual to make money on. Because of the scale and time period, revenue drops quite quickly during transit. Lines need to be as straight as possible. The way I have always played it is to have some services to make money such as the primary Eugene to New Salem express service. I accept that the strategic deliveries will run at a loss, the bugged port deliveries sort of ensure this. I know ports can be fixed, but the map was balanced this way. I go for lowest cost on the hauls. I like to retain Herbert Garatt as manager. Unconnected track is allowed, so one strategy option is to setup some secondary money making services in the east. This area is flat enough. But need to have at least 6 house towns and preferably 8 before seriously looking into bond financing. The main valley does get crowded. But hauling more Milk will earn enough track allowance to build a second line for slow freight. Depoting freight for the switch to faster trains works too. There is a realistic path through the mountains of lower than 4%. Follow the river Eugene-Lowell-Oakridge. Head a little north to find a valley with a gentle slope to climb the range. At the pass go south again before heading east into Wickup. Lastly, be patient. The map lasts 40 years. Don't over-do the bonds which are expensive, especially for the haulage that wont make a big return anyway. PS. Your shop will expand to make new engines a couple times during the game, you were almost to the second wave.
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