I think it's on Fraxis or 2K's site currently.
I just DLed it today and thought you'd all like to know.
< = < <=) The Supertrain Chief (=> > = >
You feel that it's firaxis that is creators of the game, as it's a solid product. Though the size of the maps is probably the limiter of replayability. If I play w/o opponents, I tend to fill the map with every resource before half-way in the time period. And that is on the mogul-level.
And of course, a die hard TTD/RRT fan like me, needs more resources, more complexity, more detailed eras (not a new train popping up every 5 minute). Might be a result from playing on a 486, TTD took almost an hour per year
When I saw the open menu, I immediately said, out loud, "Wow!". And my sister agreed. The Graphics are beautiful, apart from the smoke effects which are a tinsy bit cartoonish and RCT-Minirailway-like.
When you select an engine for your trains, it brings up a beautiful roundhouse of the available locomotives. When a new locomotive appears, it puts it on a turntable and spins it round so you can see it from all angles, and personally I like spending sometimes minutes there admiring the engine when I'm playing single player.
Signals are back! Oh, yes! I personally love the new signalling system, even though it puts american electric signals everywhere, even in the early days of Railroading (1850!). I hear people complaining about it, but you just have to know how to use it properly.
The only things that are missing are proper bridging and tunnel graphics for double- and triple-track, and a scenario editor.
The lack of a scenario editor means we are stuck with only the inbuilt maps and objectives, which gets boring. I think I've played them all now already. The Multiplayer maps are good for Train Table Mode, however.
And bridges and tunnels. Some lazy git from Firaxis forgot to make special double-track tunnel and bridge graphics and as a result, it looks like a badly coded TTD sprite when you are double tracking a section.
When you make a track, try to make it as far as you can, in 1 piece. When you make junctions, and a track already has a signal, start the junctionl on the square the signal is on, and if theres a signal on the other track, put the second end of the junction on it.
Also, instead of adding trains as cargo demand increases, just modify your train orders to take diffrent cargoes(do this once in a while, i.e when your upgrading your trains). The AI does this all the time, and it rakes massive profit even though it has less trains than you sometimes. Work with the supply & demand system to have as little trains as possible, and taking as little as possible empty train cars as possible with a train(preferrably, 0 empty cars).
This makes your network much less likely to jam if you fail at signalling, and when you master the signalling system it helps you even more to cram as many trains as you can on a network.
The game has a lot of well thought out features like deformable landscape/towns adapting automatically to your tracklaying, I believe this is the only way how to play on smaller maps which don't force you to plan or prebuild most things in advance. Trains don't get lost and you can have larger curves, which are pretty easy to build. The supply/demand system is better compared to other transport games.
What I don't like is that you can never zoom out enough without pausing the game. The editor is bad.
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