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 Post subject: [OTTD] Trainliner
PostPosted: Wed Nov 10, 2010 7:08 pm 
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Joined: Wed Nov 10, 2010 6:39 pm
Posts: 19
A scenario designed for trains. Cities are located on each side of a central cayon, that you will have to cross to run long distance passenger lines. The primary industrial ressources are in the mountains and lakes at center. This scenario uses FIRS newgrf for a more complex cycle.
The challenging part is to build the central tracks, that requires a good amount of cash. You will need to develop local passenger trafic or industry to get enough money to reach the industry ressources at center. These ressources will bring in enough cash for the long distance passenger and secondary industry tracks.
Once this done, the real fun begins with complex train routing problems.

Attachment:
trainliner_minimap.png
trainliner_minimap.png [ 11.78 KiB | Viewed 3551 times ]


Primary ressources are delivered by truck or ship to a central train hub, from where they are dispatched on the map. In the example below it is a roll-in roll-out station with waiting zones at both sides. It serves 54 trains fluently with only 8 slots. These is made possible by a constant delivery of ressources to the station, and a strict train routing system where the trains do not have much choices for changing directions.

Attachment:
trainliner_station.jpg [334.46 KiB]
Downloaded 5 times


You can make complex train tracks. I made two isolated networks: the two central tracks for fast passenger express are not connected to the industry tracks with slower and heavy trains:

Attachment:
trainliner_tracks.jpg [325.67 KiB]
Downloaded 5 times


Last edited by syntax_error on Tue Nov 30, 2010 11:54 pm, edited 4 times in total.

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 Post subject: Re: [OTTD] Trainliner
PostPosted: Wed Nov 10, 2010 7:10 pm 
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Joined: Wed Nov 10, 2010 6:39 pm
Posts: 19
The file:
Attachment:
trainliner1.9.2.scn [141.46 KiB]
Downloaded 93 times
( updated to version 1.9.2 )

New: an early version starting in 1792:
Attachment:
trainliner1.9.2_early.scn [151.9 KiB]
Downloaded 66 times
-> Early rail newgrf needed: get it here: viewtopic.php?f=26&t=41132

An old save to show the whole network - update needed:

Attachment:
Traiinliner 2027.sav [276.14 KiB]
Downloaded 101 times


Last edited by syntax_error on Wed Jan 12, 2011 10:39 pm, edited 5 times in total.

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 Post subject: Re: [OTTD] Trainliner
PostPosted: Fri Nov 26, 2010 2:02 pm 
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Joined: Wed Nov 10, 2010 6:39 pm
Posts: 19
Please tell me what you think of that scenario if you played it. I am interested on opinions to make it better.


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 Post subject: Re: [OTTD] Trainliner
PostPosted: Fri Nov 26, 2010 6:10 pm 
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Tycoon
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Joined: Mon Aug 03, 2009 2:29 pm
Posts: 1407
Location: Manchester
Hi there. Nice looking scenario I can see this becoming something great with a little work. The map design is great the geography is fine, however I think you could have made the hills more random, currently they are just plane straight pyramidal accents, a some variation would go a long way.

One more problem that should be easy to fix is that there is way too many new grfs for the average player, most people wont have all these grfs. I'd recommend removing all vehicle sets as the player can add the ones of their choosing when they start and remove any new grfs which are not obtainable via the online download system, people wont' bother to look for them anywhere else.

Attachment:
grfprobs.png [230.63 KiB]
Downloaded 5 times


Sorry if I'm being too negative, its great for your first scenario, I'm trying to help you improve it :D

Thanks,

lawton27

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 Post subject: Re: [OTTD] Trainliner
PostPosted: Sat Nov 27, 2010 5:31 pm 
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Joined: Wed Nov 10, 2010 6:39 pm
Posts: 19
Thanks for your advices. I posted an update of the map with a more random mountains design. See up there for download.

The newgrf sets had been updated to use some recent ones, all obtainable via the online download system.

* Edit: removed the outdated old screnshot with the newgrf list. See above for the new list. *

I rebuilt all the industry chain using FIRS. I did keep some compatible vehicules sets, they are required to transport all the types of industrial cargos. PIGM is here to improve the difficulty; I don't like it when it is too easy.

Does it sound OK like that?

Quote:
Sorry if I'm being too negative

Not at all: I apreciated your remarks, they were usefull to improve the scenario. Thanks for your help.


Last edited by syntax_error on Wed Jan 12, 2011 11:14 pm, edited 1 time in total.

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 Post subject: Re: [OTTD] Trainliner
PostPosted: Sun Nov 28, 2010 10:20 pm 
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Engineer
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Joined: Wed Nov 10, 2010 6:39 pm
Posts: 19
Updated to version 1.6.

- Adjustments in the industry chain.Most of the ressources are not easy to start exploiting, but once it is working it pays.

- Game now starts in 1935 and good road vehicules are available. This allows the player to start making money by road with some of the industries, instead of having to start developing passenger trafic.

Please post your remarks if you played it.


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 Post subject: Re: [OTTD] Trainliner
PostPosted: Sat Jan 08, 2011 9:03 pm 
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Engineer
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Joined: Tue Jan 04, 2011 7:16 am
Posts: 2
Location: Russia
Thank you! I feel hard to play on random map with FIRS industries, but your scenario much more comfortable. Great!


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 Post subject: Re: [OTTD] Trainliner
PostPosted: Wed Jan 12, 2011 10:56 pm 
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Engineer
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Joined: Wed Nov 10, 2010 6:39 pm
Posts: 19
Thanx for your support odinmillion.

I updated the scenario to version 1.9.2: this update contains minor adjustments in the industry and little changes of some configuration options that needed to be well set. The parameters of HEQS are now set to more expensive purchase and runing costs. The newgrf versions had been updated to the latest stable ones.

List of newgrf used:
- FIRS 0.5.5
- UKRS 3.04 + addon
- eGRVTS 1
- HEQS 1
- FISH 0.8.2
- Industrial stations renewal 0.8

This scenario is now well balanced and this version has good chances to be the definitive one. Get the file up there.

I also released an early version starting in 1792, if there are some freaks interested. It uses the very cool Early Rail newgrf. I also added some shorter distance industry chains so they can be exploited with the early rail vehicules. Early rails and sailing ships newgrf are required in that one. Cargodist is recomended here. See up there for the file.


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 Post subject: [OTTD] Trainliner 2.0
PostPosted: Sat Apr 07, 2012 1:49 am 
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Engineer
Engineer

Joined: Wed Nov 10, 2010 6:39 pm
Posts: 19
An up to date version with some changes:

- Industry production levels had been raised.
- Bigger towns instead of several villages, making it easier to handle passenger trafic.
- Nars + 2cc train sets instead of Ukrs: Nars for the good steam engines for freight or long distance pax, and 2cc for the electric interurban and a few other interesting engines.

This scenario is not an easy start: the loan is 500 you have to take good care to get a profitable starting line. Then when some lines are set and money flowing in the challenges gets to train routing.

List of newgrfs used:

- Firs
- Industrial stations renewal
- Basecosts mod
- Heqs
- Aviators aircrafts
- Nars + 2cc (balanced)
- Fish
- Narvs


Attachments:
trainliner2.0.scn [139.82 KiB]
Downloaded 50 times
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 Post subject: Re: [OTTD] Trainliner
PostPosted: Sun Jun 08, 2014 9:01 pm 
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Engineer
Engineer

Joined: Wed Nov 10, 2010 6:39 pm
Posts: 19
Version 2.1 with up to date newgrfs:

Attachment:
File comment: UKRS version
trainliner2.1_ukrs.scn [146.15 KiB]
Downloaded 26 times

Attachment:
File comment: Version 2cc+NARS (balanced)
trainliner2.1_2cc.scn [148.17 KiB]
Downloaded 17 times

Attachment:
File comment: Version early start (1800)
trainliner2.1_early.scn [148.96 KiB]
Downloaded 17 times


For the early start version you will need the Early Rail newgrf


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 Post subject: Re: [OTTD] Trainliner
PostPosted: Fri Sep 12, 2014 12:49 am 
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Tycoon
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Joined: Mon Aug 03, 2009 2:29 pm
Posts: 1407
Location: Manchester
Nice to see an updated version :) . I do love the way this forces a certain gameplay and big hills are great!


Edit: Sorry, just noticed this is a bit of a bump, not quite sure how I found myself browsing here, I just looked at the year and assumed it was recent :)

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 Post subject: Re: [OTTD] Trainliner
PostPosted: Sat Sep 13, 2014 11:41 pm 
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Engineer
Engineer

Joined: Wed Nov 10, 2010 6:39 pm
Posts: 19
Here is the update:

Attachment:
File comment: Ukrs version
trainliner2.2_ukrs.scn [146.61 KiB]
Downloaded 5 times


Attachment:
File comment: 2cc / Nars version
trainliner2.2_2cc.scn [148.31 KiB]
Downloaded 5 times


Attachment:
File comment: Early start version
trainliner2.2_early.scn [149.46 KiB]
Downloaded 3 times


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 Post subject: Re: [OTTD] Trainliner
PostPosted: Sat Sep 13, 2014 11:46 pm 
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Engineer
Engineer

Joined: Wed Nov 10, 2010 6:39 pm
Posts: 19
By the way I am working on a new scenario derivated from this map, more difficult.

Attachment:
corridor.png
corridor.png [ 23.73 KiB | Viewed 265 times ]


Here is an alpha release for preview and testing: comments are welcome!

Attachment:
File comment: Corridor alpha preview
corridor.0.4.5.scn [84.11 KiB]
Downloaded 7 times


I'll make a new post when a stable version will be ready.


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