Bus Destruction - Transport Tycoon Lets Play E8
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- Опубликовано: 8 фев 2025
- Looking back at the original transport simulation game that spawned so many other things including OpenTTD!
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Transport Tycoon is a city-based video game designed and programmed by Chris Sawyer, and published by MicroProse on 15 November 1994[1] for DOS. It is a business simulation game, presented in an isometric view in 2D with graphics by Simon Foster, in which the player acts as an entrepreneur in control of a transport company, and can compete against rival companies to make as much profit as possible by transporting passengers and various goods by road, rail, sea and air.
"Welcome to the Show" Kevin MacLeod (incompetech.com)
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In the vanilla TTO and TTDx games, "Unload" on an order meant that the vehicle would drop the cargo at that station whether it was accepted or not - if accepted then it would be delivered and you would be paid, if not accepted then it functioned like Transfer - and not load any cargo. (Come to think of it, that's still how Unload works in OpenTTD, it's just that there's pretty much never a need to use it). The only way to make transfers work is to do it at a station that doesn't accept the cargo you are transferring - but that means that for passengers you can only have one-way journeys, because otherwise everything will go pear-shaped at the interchange station and half the time you'll end up transporting passengers back to where they came from instead of onwards.
Having 2-platform stations isn't always an advantage in TTO, because they load in parallel rather than sequentially, so it means you end up with trains running bunched up and then long gaps. Having a single platform station means there is an enforced gap between trains, which helps to reduce this, keep the cargo spread more evenly between trains and reduce bunching. (You may still want to have multiple platforms at unload-only stations). Likewise, the triple tunnel is a mixed blessing as it allows more trains to arrive at one point at the same time instead of keeping them further apart.
Lol, the UFO solved that particular vehicle's reliability issue for you!! 😂😂
24:15 - 'unload' just forces a vehicle to unload, but if the cargo is accepted, it will disappear, not get transferred. You can spread stations by walking truck/bus stations away from a train station.
5:58 - I think that in this game if you put a track on a road tile - making a crossing - you can then remove both road and rail without local authorities complaining.
I think the "unload" order means "don't load". Which is still useful, for example if you want a bus stop to be merged with a train station, but you don't want to steal any passengers from the train. In that case you can make the bus route one-way by using the "unload only" option on the shared station.
If you actually wanted to do bus transfers, then you'd have to build the train station out of town. (If "unload" even forces unloading of cargo that isn't accepted.) And you'd need to make sure that the town can't grow in that direction.
"Unload" does force-unload cargo if the station does not accept that cargo, so you can do transfer routes. But you risk them suddenly stop working if someone builds a thing next to your transfer station that makes it accept the cargo.
Those buses were 2 days from retirement 😭
I ended up playing a long bit of Transport Tycoon myself in the past two weeks, I think the precisely same World Editor version as you are playing, reached a bank balance of £100M in 1973.
Some other things I learned:
The industries suddenly closing are probably a feature of the "Economy: Fluctuating" difficulty setting, not "Disasters: On" as I've claimed previously. It also seems that industries that are under-served (lower ratings) might be more stable? Industries heavily serviced by long trains have appeared to risk closing sooner, but it might be superstition. Building stations next to an industry might be more risky late in the month because the rating at the station will be higher then. Transporting secondary cargoes from an industry you're supplying with an input cargo seems to massively increase the risk of that secondary industry closing. Power Plants don't produce cargo and thus never suddenly close.
Leaving old railway track around on the map and re-purposing routes is the name of the game.
Sub-optimal routes (quality of service-wise) are possibly the smarter play? At least for industries.
Take advantage of the secondary industries always producing a trickle of cargo, even with no input. Just make a little lorry route to a nearby accepting industry or town.
Passengers will be your only reliable money maker, but if you want to get a good Performance Rating (score) you need to service all the different types of cargo, so having little routes moving some of each are good for that.
Banks are very useful, as long as they survive: When you supply Valuables to a bank, it produces additional valuables back! So if you deliver 100 bags of Valuables to a bank, you might get 30-50 bags produced back a few in-game days later. That makes two-way Valuables trains a pretty good deal, much better than in Deluxe where banks don't have that production effect.
The vehicle acceleration model in the game is very cruel towards hills, it's basically impossible to build any train that won't massively slow down when going up a hill. Taking a turn will also always slow down a train, taking two turns shortly after each other will slow down a train even more.
The large airport is difficult: There are no "movement blocks" in it, only a single aircraft can be landing, taking off, or taxiing on the large airport at a time. That massively limits the capacity, especially if you have slow (non-jet) aircraft landing at them. Unfortunately the small airport eventually stops being buildable, and there is no heliport, making helicopters almost never worth it. Service the oil rigs with passenger ships instead.
If you try to build a big, interconnected network with constant growth like OpenTTD incentivizes, and Transport Tycoon Deluxe does to some extent too, you will be in constant pain. But if you play the game of making point to point lines with limited interconnection, and whack-a-mole with industries appearing and closing, it's a rather different but also fun game. Rather than being about grand designs, it's about adaptability and nimbleness.
And totally forgot, some useful keyboard shortcuts, I think all of these work in Deluxe too:
Z - zoom to where the cursor is pointing, useful when zoomed out or if you see somewhere interesting in a news popup.
1/2/3/4 - select the building direction of rail or road (these were inherited all the way to OpenTTD too)
Spacebar - close an open news popup
Right-click - close an open error popup
And the main toolbar maps directly to the F-keys, adding Shift as modifier after F11. These are somewhat different in Deluxe. I think the most useful in Original are:
F1 - pause
F4 - open the map
Shift-F1 and Shift-F2 - zoom in and out (if you have a keyboard or keypad with programmable keys, these may be useful to program!)
Shift-F3 to Shift-F7 - open the construction toolbars for Rail, Road, Water, Air, Trees
And the old trick of building railway track across a town-owned road to "claim" it, and be able to remove it, works in this version of the game. You are also always allowed to remove town-owned roads that are only connected to one side, so with a bit of fiddling you can get to remove most roads in a town without upsetting them. This is useful for clearing out land to walk a station coverage spread out, or cleaning up bad road layouts, or making room for a "subway" station (lowered land, tunnels on both ends).
1:16 wrong way around. It's 12 years and it's been running for 11. TT goes red to say it's getting old 6 months before hand to give you a heads up :)
What's the train limit? On PS1 it's limited to 20 trains :(
These 2 towns have banks Sunwell and Prondinghall
UFOs are a thing in this game or is this a mod?
it's not a mod
It's an original feature of this original game
Lol UFOs need adding back in OpenTTD (as an optional setting)
They are in the game. I think we had them turned on for season 6. They are part of the disasters I think
I think it's delivered the pax and got paid for it and didn't loaded up pax, but no transfer were made
When setting the orders, after you've clicked on the "Go To" button, instead of clicking on a station, try to click on a vehicle that already has some orders. If I remember correctly, this should copy the orders of the clicked vehicle.
Unfortunately, I don't have Transport Tycoon installed to test this, but you could try it and reply with the result.
@@bpop sadly this doesn't work on TT :(
That's something I tried in the early episodes of this series and unfortunately it doesn't work. You still have to manually do all the orders
That only works on TTDPatch/OTTD
Do you plan on playing all the way until the year of 2030, which is when the game officially ends?
I'll probably do a nice round 10 episodes and then move on to transport Tycoon deluxe
Pronding hall you could reduce the double slope aswell south of the tunnel ? Industry lifestyle so much worse ! Mix transport modes not very usefull. Valuables exchange very profitable, using road vehicles for infrequent routes more flexible ! Think it won't get better, change to deluxe be more satisfying ?