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PostPosted: Fri Jul 22, 2005 11:50 am 
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Here is a scenario for experts.
You will not need to install any additional vehicles or other objects. Just unzip the Triathlon.zip into your Scenarios directory.

Image

The goal of this scenario is to deliver 200.000 creates of goods in 40 years. This will not be very easy because to produce goods, you have to transport the sources (lumber, paper, iron ore, coal and oil) across the unbridgable sea using multiple kinds of transportation. For example lumber from the forest by train to an habor, and by ship to the paper mill.

There are two roules in this scenario:
1. Don't rise the sea ground to build bridges over (or Tunnels below) the sea. You can use ships for transportation
2. Don't found additional industries
It is really possible to win the game with this rules. I made it in 30 years.

Good luck!

Here are some tips for this scenario. Maybe first try it yourself and if you get in trouble while playing the game read this tips:

The transoprtation over the sea will result in very low profits so money will be one big problem. Take advantage of the big cities. First, start building trams and busses to make profits from local passenger transportation. This will enable you to build one inter-city connection between Westmünster and Osnaburg. In Westmünster, build the railway station next to the paper mill and in Osnaburg next tu the sea so you can use this connection later to transport paper from the paper mill to an habour in Osnaburg and transport the paper by ship (and another railway) to the printing works.
Well this inter-city connection will give you the money to build some railways to transport the lumber of the four forests to the coast and then by ship to the paper mill, then from the paper mill to the Westmünster habour and by ship and rail or road to the printing works near Brunhaven to produce your first goods (red route in the MapWithTips) When this route works, build the green an then the blue route.
Don't underestimate your opponents. They will also try to deliver the goods so try to have always the best (and maybe multiple) goods delivery. If the opponents transport too many goods, you can always stop the goods production by stopping the supply of oil / paper / steel to the printing works / factory / oil refinery.

I know you can make it! Have much fun![img][/img][img][/img]


Attachments:
File comment: Map
map.png [16.27 KiB]
Downloaded 252 times
File comment: The scenario. Copy it into your "Scenarios" directory in the Locomotion installation directory
Triathlon.zip [300.51 KiB]
Downloaded 432 times
File comment: Map with tips
PapWithTips.png [27.97 KiB]
Downloaded 305 times


Last edited by Juergen on Mon Aug 22, 2005 4:21 pm, edited 1 time in total.
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 Post subject: Some screenshots
PostPosted: Fri Jul 22, 2005 12:23 pm 
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here are some screenshots from my own solutions


Attachments:
Screenshot1_Lumber to habour.png [187.12 KiB]
Downloaded 315 times
Screenshot_lumber to paper mill and paper away.png [247 KiB]
Downloaded 261 times
Screenshot_Paper to habour.png [242.83 KiB]
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PostPosted: Fri Jul 22, 2005 4:25 pm 
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Looks very interesting! A nice idea.


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PostPosted: Fri Jul 22, 2005 6:19 pm 
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Reminds me of the Eurotunnel scenario where iron has to move across the sea and finished steel back the other way.

I take it trains in tunnels under the sea is not 'allowed' ?

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PostPosted: Fri Jul 22, 2005 7:13 pm 
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It should be impossible to build tunnels under the sea because the ground is too low.

This scenatio is called triathlon because you will have to go over land and water. The disciplines combined in triathlon are biking, swimming and running. Not flying or digging :-)


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PostPosted: Fri Jul 22, 2005 8:13 pm 
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Location: Colchester, UK
All you have to do is raise the seabed a bit and the you can tunnel underneath.

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Things I've made for Locomotion:
Scenarios: East Anglia | Trans Oceanic | Scotland | Narrow Gauge Nuts
Locomotives: (REL) BR 0-6-0 J94 | (REL) UK Steam Pack

My Flickr


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 Post subject:
PostPosted: Fri Jul 22, 2005 9:02 pm 
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Clearly the intention is we use ships. I think I will give this a go once ive sorted out a couple of other projects im working on.

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PostPosted: Sat Jul 23, 2005 10:13 pm 
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Location: Amersfoort The Netherlands
I started this one.
It's very challenging, but i wont use ships.
I raise the seabed. this is even more difficult.
After 20 years i have my first intercontinental line.
Two oil platforms and one well to the nearest refinery.
Now the A.I steels my goods.
Will continue. :P

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PostPosted: Sun Jul 24, 2005 8:07 pm 
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Location: Amersfoort The Netherlands
I just didn't managed it.
40 Years and 4 months.
I didn't use ships, only bridges.
This was the first scenario, where i had a short of money.
Never had this before.
Needed a lot to raise the sea bed. The bridges were expensive to.
Very, very nice and hard.
Will play it again without A.I.
Now they stole my goods. :cry:
Tanks again for this challenging scenario. :wink:
Image

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 Post subject:
PostPosted: Sun Jul 31, 2005 10:08 am 
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Ive started it but not sure when im going to finish if ever. Long games are not my speciality.

Im using some vehicles I never used before. Hovercraft to move Goods looks good. Has the same profitability as the slower but larger capacity cargo ship.

There is a bug in Locomotion. Cargo transported through an intervening station will not remember correctly how long it has been in transit. The time in transit clock starts with the first load moved into the intervening station. 3 years later and long after the first cargos have gone all subsequent cargo through the sation still thinks it started its journey 3 years ago. Time in transit is never recorded as more than 255 days...but still that means a big hit to profitabilty of all cargo through such stations. I had previously thought the transit time clock reset itself when the cargo in the intervening station had gone down to nil at one stage..but thats not the case. This bug makes the underlying principle of this scenario even more of an expert scenario.

Im working on it. The production increases at two of the Oil fields (in the same month) will further strain my already busted finances. 15% interest. You rotter Juergen :D


Attachments:
File comment: Tankers on the 2nd leg are suffering badly from the bug. Profitabilty would be really low...unless I micromanaged a few things.
Triathlon1.PNG [184.29 KiB]
Downloaded 206 times
File comment: Goods on the way to market. Hovercraft in the fast lane overtaking slower ships. This is the final leg 3.
Triathlon2.PNG [91.01 KiB]
Downloaded 146 times
File comment: No longer a Triathlon. Now a quadathlon(?). Added another leg to boost oil cargos. But the production increases that have now occurred will be hard to haul off given lack of cash.
Triathlon3.PNG [158.34 KiB]
Downloaded 155 times

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 Post subject:
PostPosted: Tue Aug 02, 2005 10:39 pm 
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Played a bit more. Developed a rail line to help haul to finished goods to market. Cash flow was now very positive. Shipping conjestion was becoming the bottleneck.

I am not going to build rails across the sea. Came up with a different approach.

Building a new refinery. :D

This will eventually take out two legs of a four part journey. You can see everything in shot 5. Existing route and can probobly guess what im going to do once that refinery is up.


Attachments:
File comment: Building a refinery near the multiple Oilfields. Can ship directly to the refinery rather than via the trains and that buggy intervening station.
Triathlon4.PNG [172.88 KiB]
Downloaded 3313 times
File comment: You can see the current route. Oil collected and move via 3 trains to another port. Tanker ship then to the refinery. A fleet of ships and a raillink take goods to market. Once the refinery is built guess where the goods are going to go.
Triathlon5.PNG [296.3 KiB]
Downloaded 3316 times

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 Post subject:
PostPosted: Wed Aug 17, 2005 7:08 am 
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This is a really good scenario (And this is my first post, nice forum). I'm already at 20 years, and about 50% complete, give me 5 years more, and I think I'm there...

Maybee I started out wrong by delivering trees, paper and the goods, thats a long way! I gonna start over again (when I finish this one :wink:) and go for the oil, then the grain, and leave the wood alone..

By the way, My passenger services along the two major cities are really starting to get me some real money. I'll post a picture soon...

Thanks for the scenario, I really dig it!! :P


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PostPosted: Thu Aug 18, 2005 5:55 pm 
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Done... 30 years, and no crossing by bridge! By the way, I think it's just as expensive to level the seabed and build under it:) Anyway, take a look at the pictures:

My grand fleet :)


The main passengerservice at one of the big intersections


Mission completed after 30 years


Any one else done?


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PostPosted: Thu Aug 25, 2005 4:32 pm 
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Hi

This is what I play on when not involved in the competition. I didnt build over the sea but the AI did until it was unprofitable and withdrew. Got a few ships instead.

Edit: Finished it. Could hardly keep up with supply of Goods made from the Oil. Was just a matter of time and micromanaging the trains through the terminus type station signals.

Image


Attachments:
Triatlon Busy Sea.PNG [223.04 KiB]
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 Post subject:
PostPosted: Wed Aug 31, 2005 12:48 pm 
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How you transfer cargo from ships to trains or other direction? Or how jou give order to hovercraft to load a cargo? :?


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PostPosted: Wed Aug 31, 2005 6:20 pm 
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Welcome gistro

Vehicles can be given route orders. These include options to 'unload all oil' etc. This is how you get the train to unload its cargo at a station. Other vehicles calling at the station, such as ships in a connectted port can then pick up the oil.

As for Hovercraft, ships, planes picking up different cargos. There is an icon within each vehicles box to 'refit'. Thus a hovercraft which defaults to carrying passengers can be refitted to carrying goods.

If unclear just say and I will put together a screen shot to help.

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Last edited by Severous on Thu Sep 01, 2005 6:37 pm, edited 1 time in total.

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PostPosted: Thu Sep 01, 2005 7:20 am 
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thank you Severous


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PostPosted: Tue Sep 06, 2005 2:25 pm 
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This is a well made scenario. I can see that you put a lot of thought into it. I had a lot of fun with it. There is one problem, though. It is too long. I have acheived around 25%, and have over $20 million in cash from transporting oil from just the one oil well. At this point the only thing left to do is build a suspension bridge and get rid of the oil tankers. I would recommend changing the winning condition to 50K goods in ten years. That is easily doable.

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 Post subject:
PostPosted: Tue Sep 06, 2005 2:41 pm 
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Severous wrote:
There is a bug in Locomotion. Cargo transported through an intervening station will not remember correctly how long it has been in transit. The time in transit clock starts with the first load moved into the intervening station. 3 years later and long after the first cargos have gone all subsequent cargo through the sation still thinks it started its journey 3 years ago. Time in transit is never recorded as more than 255 days...but still that means a big hit to profitabilty of all cargo through such stations. I had previously thought the transit time clock reset itself when the cargo in the intervening station had gone down to nil at one stage..but thats not the case. This bug makes the underlying principle of this scenario even more of an expert scenario.

I saw the same bug, and I have figured out why it does this. It happens at the point when you transfer cargo from train to ship. You are mixing cargo with several different ages from several different sources. All the cargo ends up with the same age. I avoided it by controlling my ships better, and by not transporting from more than one source. The oil well and the nearest offshore rig were all that I used. Early on, I standardized my trains with a length of 4 tank cars (capacity of 240 tons). Later, after I put in the tunnel through the mountain, I increased it to 8 cars (capacity of 480 tons). I chose these sizes because of the oil tanker(capacity of 250 tons). Thsi let me send a mostly full tanker away and get the most money for the trip.
I also fixed this problem by replacing my intermediate station whenever the transit time showed it was getting above 120 days.

This scenario and the problem it revealed shows that more cargo isn't necessarily better.

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PostPosted: Tue Sep 06, 2005 6:13 pm 
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Hi natethegreat

I thought like you about mixed cargo's getting confused so all had the oldest age. It was the great Eurotunnel scenario that created that impression. But when I came across this again in Triathlon I tested this during the game.

Many times my tankers cleared the port out completely and they left. No cargo was left behind. The next new cargo through the port still thought it was already 1 year old yet there was nothing left to mix that new cargo with.

Once that was proven I too regulary replaced the intermediate station to again benefit from 'proper' transit times.

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