Thanks Darthdroid
Thanks Darthdroid
Darthdroid,
I've only played the game a little. Not sure if ultimately I will put much time into it. However, it seems a good casual game.
Well, I wanted to thank you for a number of posts you have made about track laying.
When, I first got started with the game, I tried all types of fancy cross-overs, shunts, sidings, ... Generally, the results were not good and usually I got deadlock.
Well, I came across your posts where basically you emphasized some very simple ideas:
(1) One train per track.
(2) Do not have traffic passing through a station on a track in two directions. Generally, have all single track traffic only from one side of a station.
(3) If you need more than four trains feeding cargo into a station (terminal technically), then have up to 3 or 4 lines fanning in/out right at the junction point of the station on a single line. This maximizes concurrency and minimizes wait time. With 3 lines fan in/out, I have seen no deadlocks. So, a terminal can easily support 12 trains moving goods following these rules.
(4) Use priority to control who waits at the fan junction point.
(5) If you have multiple duplicate tracks between stations (increasing total throughput), then set up the next route when a train is in the station so that the new train gets placed on the right track line.
Most of these ideas I got from your posts. What originally looked like a very complex game and frustrating to avoid deadlocks has turned into a very simple and highly effective small set of rules for achieving high volume results.
Thanks for the ideas!
PS: I don't think the game play compares to RT1/RTD, but graphically when you have a whole map full of trains all moving stuff through conversion chains without any hiccups, I must say that it is truly a thing of beauty.
I've only played the game a little. Not sure if ultimately I will put much time into it. However, it seems a good casual game.
Well, I wanted to thank you for a number of posts you have made about track laying.
When, I first got started with the game, I tried all types of fancy cross-overs, shunts, sidings, ... Generally, the results were not good and usually I got deadlock.
Well, I came across your posts where basically you emphasized some very simple ideas:
(1) One train per track.
(2) Do not have traffic passing through a station on a track in two directions. Generally, have all single track traffic only from one side of a station.
(3) If you need more than four trains feeding cargo into a station (terminal technically), then have up to 3 or 4 lines fanning in/out right at the junction point of the station on a single line. This maximizes concurrency and minimizes wait time. With 3 lines fan in/out, I have seen no deadlocks. So, a terminal can easily support 12 trains moving goods following these rules.
(4) Use priority to control who waits at the fan junction point.
(5) If you have multiple duplicate tracks between stations (increasing total throughput), then set up the next route when a train is in the station so that the new train gets placed on the right track line.
Most of these ideas I got from your posts. What originally looked like a very complex game and frustrating to avoid deadlocks has turned into a very simple and highly effective small set of rules for achieving high volume results.
Thanks for the ideas!
PS: I don't think the game play compares to RT1/RTD, but graphically when you have a whole map full of trains all moving stuff through conversion chains without any hiccups, I must say that it is truly a thing of beauty.
Re: Thanks Darthdroid
Hi MarkShot - excellent summary of good routing principles you provide here. They can make a dramatic improvement to efficiency on a map with complex goals like Jancsika's Middle Earth. The Strategy thread is a "must read" for anyone wanting to succeed on the more advanced maps.trains all moving stuff through conversion chains without any hiccups
I would just add that Universum (who wrote the Utah Scenario) was one of the first who invested a lot of effort into understanding and explaining good routing principles here on the forum. Universum coined the expression "clockwork layout" for a configuration on hard routing that runs endlessly without trains ever getting themselves blocked. One can learn a lot from his posts.
I would love to see you post an example of routing on a complex map (or even a savegame) where you achieved "clockwork" status.
- darthdroid
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- Joined: Sun Apr 15, 2007 2:42 am
Re: Thanks Darthdroid
It is interesting to me, this concept of "advanced maps".... I mean, is there such a thing? Once you understand the game, any map that is playable is just as easy as any other in my opinion.
Personally I prefer maps with very limited options as opponents tend to make many costly mistakes... at some point in playing you quit making those early mistakes (or at least they become incredibly rare) that screw you for the whole game. Maps like River's Run, Double Cross and maybe Mesa are good to train on regarding avoiding early mistakes.
And to my reader, thank you, I'm glad my post helped simplify things for you. You'll find that few follow my rules though and make a mess of things or limit themselves to 4-5 trains in a station/terminal.
What is your online name, perhaps we can play sometime?
Mine is of course....
Bob the Lunatic
Personally I prefer maps with very limited options as opponents tend to make many costly mistakes... at some point in playing you quit making those early mistakes (or at least they become incredibly rare) that screw you for the whole game. Maps like River's Run, Double Cross and maybe Mesa are good to train on regarding avoiding early mistakes.
And to my reader, thank you, I'm glad my post helped simplify things for you. You'll find that few follow my rules though and make a mess of things or limit themselves to 4-5 trains in a station/terminal.
What is your online name, perhaps we can play sometime?
Mine is of course....
Bob the Lunatic
-Bob the Lunatic
Re: Thanks Darthdroid
Bob,
I am haven't played SMR for a while and never online. For me, I consider SMR a light game to enjoy the visuals.
I've mainly been playing 1830 which is my favorite strategy game. See:
http://www.wargamer.com/forums/tm.aspx?m=307087
Once again, thanks for your help!
I am haven't played SMR for a while and never online. For me, I consider SMR a light game to enjoy the visuals.
I've mainly been playing 1830 which is my favorite strategy game. See:
http://www.wargamer.com/forums/tm.aspx?m=307087
Once again, thanks for your help!
- darthdroid
- Posts: 368
- Joined: Sun Apr 15, 2007 2:42 am
- darthdroid
- Posts: 368
- Joined: Sun Apr 15, 2007 2:42 am
Re: Thanks Darthdroid
Also,
I just posted a boatload of info on the wiki in the general strategies page with some pictures, mostly on routing. You might find that useful if you liked this thread.
I just posted a boatload of info on the wiki in the general strategies page with some pictures, mostly on routing. You might find that useful if you liked this thread.
-Bob the Lunatic
Re: Thanks Darthdroid
Bob,
Thanks, most kind of you. I printed the new material out and added it to my SMR collection of notes.
Have you had a chance to look at 1830? I am sure your analytical mind will appreciate the game.
Take care.
Thanks, most kind of you. I printed the new material out and added it to my SMR collection of notes.
Have you had a chance to look at 1830? I am sure your analytical mind will appreciate the game.
Take care.
- darthdroid
- Posts: 368
- Joined: Sun Apr 15, 2007 2:42 am
Re: Thanks Darthdroid
I looked at the screenshots or whatever.... I think u sent a link in that thread. It looked pretty wicked, time consuming, a great way to procrastinate....in short, it looked at least mildly dangerous lol.
Maybe this winter when I'm less busy I'll buy it and check it out. It looked like SMR with a much stronger business angle attached, balance sheets and other piles of fun.
Plus SMR does get old in one regard: Mostly it is punk kids playing and it can get a tad annoying at times lol.
Maybe this winter when I'm less busy I'll buy it and check it out. It looked like SMR with a much stronger business angle attached, balance sheets and other piles of fun.
Plus SMR does get old in one regard: Mostly it is punk kids playing and it can get a tad annoying at times lol.
-Bob the Lunatic
Re: Thanks Darthdroid
Darthdroid can you link us to the pictures on the wiki, Im trying to figure out how you can effectively route 16 or so trains into one station. Im hoping your pictures can help.
Re: Thanks Darthdroid
Maly - if you open Wiki and on the left side of the screen click on "Recent Changes" you'll find all that he posted.....
I'm correct 97% of the time..... who cares about the other 4%....
- darthdroid
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- Joined: Sun Apr 15, 2007 2:42 am
Re: Thanks Darthdroid
http://www.hookedgamers.com/gamewiki/Si ... s_and_Tips
Also, again, you can route infinite trains into a station...but of course the more trains that enter a station on the same entry track (the portion at station where they're connected) the higher waiting times will be. However, with 4 trains per line (16 total as 4 entry tracks with 4 trains each coming in) should still all (all 16) stay below 15% waiting if you do it right and many of them will be at zero.
Ever notice that the game ignores routing priorities??
I must say I've never gotten priority settings to work, any help here would be great if I'm missing something....
The 2 pictures should help but with even 7 tracks and in this case they're all bridges, it's a little tricky to see. But I know on some thread in here somewhere I give a very clear picture of how to do it... but the one on wiki is much prettier and its from an actual game, ie doing it in the heat of competition
Also, again, you can route infinite trains into a station...but of course the more trains that enter a station on the same entry track (the portion at station where they're connected) the higher waiting times will be. However, with 4 trains per line (16 total as 4 entry tracks with 4 trains each coming in) should still all (all 16) stay below 15% waiting if you do it right and many of them will be at zero.
Ever notice that the game ignores routing priorities??
I must say I've never gotten priority settings to work, any help here would be great if I'm missing something....
The 2 pictures should help but with even 7 tracks and in this case they're all bridges, it's a little tricky to see. But I know on some thread in here somewhere I give a very clear picture of how to do it... but the one on wiki is much prettier and its from an actual game, ie doing it in the heat of competition
-Bob the Lunatic
- darthdroid
- Posts: 368
- Joined: Sun Apr 15, 2007 2:42 am
Re: Thanks Darthdroid
Also keep in mind, if I mentioned 16 that's only because that's the most I've ever done. It's pretty hard to find enough resources to get that ridiculous. And if you want, I'll go in and route it sometime. However, for you to actually see that it WORKS it might be best to meet me online and then you can watch the trains, see how low the waiting is, etc. But most players I see do not get too crazy with their routing, they leave it at 4. But to be able to do more is crucial, mostly because of pirating.
If some pirate comes in and you only have ONE rail running your precious bombs, pills, food, etc. out and that pirate sets up 3 lines... You are toast.
So one has to set it up to begin with and purposely take the 5-10% waiting having one rail share say 4 trains, while the other 3 only ship out. You also might share one or both outside tracks of the 3 that ship out...note if you do this, you'd have 3 trains shipping goods out of the town (exporting) and say 4 on the one rail importing, plus one or two on the outside exporter tracks also importing (these are shared tracks that bring importer trains, that share with the outside exporter trains), for a total of 6 importers and 3 exporters, still with minimal waiting...that's a 9 train setup with 3 crucial exporters, very excellent routing.
The best thing about this is....if you do it right, on 2 trains sharing you can have ZERO waiting, they can BOTH enter the station at the exact same time AND unload together. But that piece of shared track has to be tiny and the correct angle between the two...anyway, don't get me started, snoopy will get upset
If some pirate comes in and you only have ONE rail running your precious bombs, pills, food, etc. out and that pirate sets up 3 lines... You are toast.
So one has to set it up to begin with and purposely take the 5-10% waiting having one rail share say 4 trains, while the other 3 only ship out. You also might share one or both outside tracks of the 3 that ship out...note if you do this, you'd have 3 trains shipping goods out of the town (exporting) and say 4 on the one rail importing, plus one or two on the outside exporter tracks also importing (these are shared tracks that bring importer trains, that share with the outside exporter trains), for a total of 6 importers and 3 exporters, still with minimal waiting...that's a 9 train setup with 3 crucial exporters, very excellent routing.
The best thing about this is....if you do it right, on 2 trains sharing you can have ZERO waiting, they can BOTH enter the station at the exact same time AND unload together. But that piece of shared track has to be tiny and the correct angle between the two...anyway, don't get me started, snoopy will get upset
-Bob the Lunatic
Re: Thanks Darthdroid
Bob,
Although not stated in your thesis, I think you must be literally be covering every inch of the map with RR tracks. Although I do think highly of you, this must be said. You, Sir, are certainly responsible as anyone is for Global Warming!
Although not stated in your thesis, I think you must be literally be covering every inch of the map with RR tracks. Although I do think highly of you, this must be said. You, Sir, are certainly responsible as anyone is for Global Warming!
- darthdroid
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- Joined: Sun Apr 15, 2007 2:42 am
Re: Thanks Darthdroid
lol Mark, no doubt.
I didn't want to show the whole map as it would reveal too much about how I operate and I like the few secrets I have left
In business...one must be a little paranoid and at least a little crazy to survive and thrive, but I didn't say that <looks over shoulder nervously>
EDIT: Unless you were talking about the mini-map which does reveal I'm all over the map (but not close enuf to see what I'm up to bwa ha ha) that's probably what you meant, so nevermind the above.
I didn't want to show the whole map as it would reveal too much about how I operate and I like the few secrets I have left
In business...one must be a little paranoid and at least a little crazy to survive and thrive, but I didn't say that <looks over shoulder nervously>
EDIT: Unless you were talking about the mini-map which does reveal I'm all over the map (but not close enuf to see what I'm up to bwa ha ha) that's probably what you meant, so nevermind the above.
-Bob the Lunatic
Re: Thanks Darthdroid
Thankyou for help in finding the tutorial.
PS. Bob and everyone, Thankyou for sharing your knowledge with us.
PS. Bob and everyone, Thankyou for sharing your knowledge with us.