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SMR x RTC?

Posted: Fri Jan 25, 2013 8:33 pm
by mgrisoli
Hellows,

I'm not new to SMR but I'm new to this forum.
Just like everyone here I love the game.
I also loved to play RTC - Railroad Tycoon, which I assume SMR inherited many of its features.

I wonder, if just as me, some other folks miss interesting RTC's features that are not present in SMR, such as:

- complex supply chains
To make cars you had to supply the factory with tires, electronics and steel. To make steel you had to supply the factory with coal and iron ore.

- more stations per city
If you had a big metropolis you could just divide and conquer. It's handy to have stations dedicated to dispatch goods separated from the passengers terminal.

- demand indicators
On complex scenarios goods, passengers and everything else decreased on value on the destination, if you supplied too much food for a small town after a couple cargos you would make just a mininum price.

- assaults, maintenance, broken trains
Certain events use to happen, assaults, broken trains to not mention the appliances each station should have to give trains proper maintenance.

- powered x conventional tracks
To run electric trains you should have powered tracks, just available after a given point and with higher maintenance costs and just appropriate for passenger compositions. If you tried to make everything powered the costs would turn freights economically unviable.

- waypoints
When planning the routes if you had many ways to go from point A to point B you could point out which exactly route you wanted you train to do.


I understand some of these are built in the game engine but I also wonder if any of the mods available on this forum would implement any of those interesting qualities to the standard SMR.

Thanks,
Mgrisoli

Re: SMR x RTC?

Posted: Sat Jan 26, 2013 6:47 am
by karsten
I do miss the multiple choice and conditional statements, which trigger events and consequences, eg "achieve a certain goal before year xx to collect a bonus".

Some of the features you mention have been recreated by determined map makers, although this knowledge is not documented in one place.

- complex supply chains: This is a standard feature of Jancsika's maps, for example. Done by defining new goods, seen on quite a number of maps.

- more stations per city: One can have at least 16 routes delivering/collecting from a single station as long as one avoids station transitions. Some rails are then dedicated to goods, separate from passenger/mail deliveries.

- waypoints: an industry on the route which demands/supplies goods not included in the transport can serve as an effective waypoint. See my Uganda map, for example.
:D