Staring with buses, then trams to build slush fund, then rail for Ore, but it was just way too expensive building in the mountains and ran out of time. A 'Profitability' graph would help a bit.
Similar approach but trains for Oil down by Albuquerque - okay this was my fault because I got the load/un-load orders back to front. I thought I would have gotten a 'zero profit for train' warning like in OpenTTD... Oh and then the plant shut down through lack of delivery.
Same approach but order the right way around, Oil well ran dry just as I got 3 trains running Is this random for resource levels?
Same approach but with 2 Oil Wells, trains got lost and caused a collision on a 1 way semaphore I had a few vehicles not path finding correctly now, on very simple systems like two towns with a single road connecting, and the bus in just in circles at one end of town.
Same approach 3 trains bigger Oil Well, but just ran out of time (35% goal)
My typical train is loco + 5 Tanker Wagons, and 6 length station, is this reasonable? In TTD it was a bit more clear if trains struggled with power, but here they seem fine.
It would be nice to have Sandbox for learning all this! Or I wish the game was closer to TTD or even better OpenTTD...
edit - just to add the above solution only worked if I was borrowing to the max nearly the whole time too. Just in case anyone else tries the conservative approach of buying what you can afford
It happened, and got removed from the App Store by Apple.whitehexagon wrote: Now I can only hope that OpenTTD will one day make it over to iOS. I would at this point consider that prospect to be more the 'definitive TTD' game.
http://www.tt-forums.net/viewtopic.php?f=33&t=61180 if you want to know about it.
There is a port of Simutrans on the App Store, but it's almost impossible to use without a stylus.
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