and if you can't build through... you can always build over, or under.
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Locomotion AkA Transport Tycoon 2?
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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; September 15, 2004, 11:11.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'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?Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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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.Cake and grief counseling will be available at the conclusion of the test. Thank you for helping us help you help us all!
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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.
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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.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 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.
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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.
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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.
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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.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 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.
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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.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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