The RCT graphics dont lend themselves well to city graphics at all, the industries have clearly had more work but most of the city buildings look worse than SC2K, its hardly a step up from TT in that area. I also half keep expecting to see people queueing with balloons and puking on the roads.
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Locomotion AkA Transport Tycoon 2?
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Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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I can't get rails to work correctly (Haven't played Transport Tycoon)...
I'm playing the first (of the easiest) levels... first I built a rail from the coal mine to the iron works... no problem... then I build a rail from the iron mine to the iron works, just before those two rails 'get together' I have those "stop signs"... having two trains works fine... but when I try to inclue the third place (the place that needs iron) into the network, it all stops working... I've tried a few ways, but nothing works... could someone with more experience than me please make this network so I can see how to do it?This space is empty... or is it?
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The easy way is to do it with double stations at each destination, so the trains come in to one platform and then leave from the other. This means you have trains dedicated to just one commodity, and they will be empty on the way back, but this worked in TT1, and I'd imagine it'll work again.
[edit - couldn't resist drawing a picture]
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In the easy scenarios you dont even need double tracks. Ive been using one station at each end with a loop in between for the second train to via off on while the other passes on the side. I suspect ill have to be far more efficient in the medium scenarios though. Im glad theres no messing with depots.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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Originally posted by General Ludd
I might take back what I said about the RCT style track building being worth it. You can't make the same kind of compact dual rail stations that you could in the original Transport Tycoon. But on the other hand, you can make intricate underground transit systems and build more sophysticated land bridges. (including all together raised tracks or roads which have turns and all)
It'll take soem more experimentation, I guess, before I can really say if I like the new more than the old.
I think it is worth it. It may take a bit more space but you can still make rather efficient dual tracks, and what extra space it takes up is more than made back in being able to build subterranean tracks and bridges over top of buildings.
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I have a question because i dont have a manual i dont know how to do it but when you give a train a tanker and the tanker's main purpose is "chemicals" but also carries oil, in the earlier scenarios, i want to set a train to wait for a full load of "oil" but whenever i set full load it says chemicals and obviously never leaves the station because there is no chemicals there. This also happens when you want to set to wait for a full load of passengers and it keeps saying mail if you have a mail truck.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
Comment
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Originally posted by Maquiladora
I have a question because i dont have a manual i dont know how to do it but when you give a train a tanker and the tanker's main purpose is "chemicals" but also carries oil, in the earlier scenarios, i want to set a train to wait for a full load of "oil" but whenever i set full load it says chemicals and obviously never leaves the station because there is no chemicals there. This also happens when you want to set to wait for a full load of passengers and it keeps saying mail if you have a mail truck.
Click and hold on the button and a menu will come up with all the possible cargo.
No doubt double tracks are more effecient, theres no hold ups if its only 2 trains and 2 track all the way around, you can usually run more trains if none are waiting for full load. But why didnt you compelte the 2 track all the way?
The two incoming tracks are actually from different destinations, and aren't yet connected except when leaving the station... it was mostly just an experiment to see if I could get a station to handle traffic well, and it is so far. I also have it set up so that I could easily connect the two tracks and have trains going through various different routes if need be, or expand the station if it becomes conjested.
The exit which takes the bridge rounds back to the lowermost track, and the exit which continues straight rounds back to the track under the bridge.
One thing I learned while making this simple junction.... trains can no longer stop on a dime. Don't demolish track if there's a train coming that way.
And I also have a question... does anyone know what the difference is between the various types of track signals?Last edited by General Ludd; September 10, 2004, 07:58.Rethink Refuse Reduce Reuse
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