Thread View: alt.games.microprose.transport-tyc
33 messages
33 total messages
Started by Edward Bernard
Thu, 19 Aug 1999 00:00
Strategies which I'd like to share.
Author: Edward Bernard
Date: Thu, 19 Aug 1999 00:00
Date: Thu, 19 Aug 1999 00:00
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Well, I'll get straight to it. If you have a really profitable route, like you're taking grain and livestock to a factory (best way to do this, parallel lines, no signals, delays yer train too much) and you also control the goods coming out of it, and you want to keep the enemies away, this is what you do... To do this, you need eyes like a hawk, as you have to keep patrolling the factory area. When a computer decides to build a railway station, then quickly, trap him in by building pieces of rail all the way around it, leaving no spaces free. Now the computer will try, but never get his rail into that station, wasting him money. If they build a lorry station, you have to see what's going on. If you are early, you can often do this. As the AI is building his road into the city, what you do, is add your own piece of road. They always use it. Say they build two pieces of road in a northwesterly direction then you add a piece of road onto the end, making it three pieces long, the enemy will then continue to build adding the forth, fifth and so on. Once they send out the trucks, let them all collect their cargo and then destroy the piece of road you own, thus trapping your enemies. Their trucks then waste a lot of the AI's money in running costs. Anti-comptitive maybe, but it stops them big time. There is another way, but it can only be used if they connect to one of your roads. All you do is just remove the corner of the connection between your road, and his. Trapped! I'm not going to give you any more. There is a contest on the way you know!!! Eddie PS: Does anyone know if Chris Sawyer, or Microprose are going to make a TT2 or 3 it maybe if you count TTDLX as the second one. In it, I think they should include underground trains, like the subways in America. -- If you wanna laugh, then this is the place to go. Twisted jokes maybe, but certain one's are really funny! http://www.twistedhumor.com/cgi-bin/affiliate/banner.cgi?936
Re: Strategies which I'd like to share.
Author: Chris locke
Date: Fri, 20 Aug 1999 00:00
Date: Fri, 20 Aug 1999 00:00
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>(best way to do this, parallel lines, no signals, delays yer train too much) So your saying no signals at all on a stretch of track?? Doesn't that mean only 1 train per stretch??? And this is good?!!
Re: Strategies which I'd like to share.
Author: Elmo Allén
Date: Sat, 21 Aug 1999 00:00
Date: Sat, 21 Aug 1999 00:00
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Chris locke wrote <935183253.9800.0...@news.demon.co.uk>... >>(best way to do this, parallel lines, no signals, delays yer train too >much) > >So your saying no signals at all on a stretch of track?? Doesn't that mean >only 1 train per stretch??? And this is good?!! In TT original, at the latter stages of game my two worst problems were: trains not finding their proper stations, like if a train left a station and the destination was to east and there were two tracks leaving the station, one to east (the correct one) and one to west (not-so-correct one :-), it would definitively choose the one going to west. And the second problem: I had too much money. I had set building cost to high, which doesn't mean high building cost at all, but a great inflation, so my money was all the time overflowing and going to about -2 billion, so it wasn't much about money to build train networks of one track for one train, while I must admit it doesn't look very pretty. So my best strategy was to put one train per track so they couldn't in any way interfere with each other. Perhaps with the deluxe and the patch file I could build a network where trains share tracks. So, have to try! Elmo All�n
Re: Strategies which I'd like to share.
Author: upl... Dan Ros
Date: Sat, 21 Aug 1999 00:00
Date: Sat, 21 Aug 1999 00:00
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In <7pmc07$jh0$1...@tron.sci.fi>, "Elmo Allen" <el...@saunalahti.fi> wrote... >In TT original, at the latter stages of game my two worst problems were: >trains not finding their proper stations, like if a train left a station and >the destination was to east and there were two tracks leaving the station, >one to east (the correct one) and one to west (not-so-correct one :-), it >would definitively choose the one going to west. And the second problem: I >had too much money. I had set building cost to high, which doesn't mean high >building cost at all, but a great inflation, so my money was all the time >overflowing and going to about -2 billion, so it wasn't much about money to >build train networks of one track for one train, while I must admit it >doesn't look very pretty. So my best strategy was to put one train per track >so they couldn't in any way interfere with each other. Perhaps with the >deluxe and the patch file I could build a network where trains share tracks. >So, have to try! It is very easy to spend a lot of money fast. Just "Buy local transport Rights" for your largest town, and just click on that a few hundred times (about 2 clicks per second?) and that should deplete your money soon enough. :-) -- http://www.uplink.freeuk.com - ICQ: 15212336 I leave you with today's subliminal message:
Re: Strategies which I'd like to share.
Author: Elmo Allén
Date: Sun, 22 Aug 1999 00:00
Date: Sun, 22 Aug 1999 00:00
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Dan Ros wrote: >It is very easy to spend a lot of money fast. Just "Buy local transport >Rights" for your largest town, and just click on that a few hundred >times (about 2 clicks per second?) and that should deplete your money >soon enough. :-) Well my way was to build tunnels costing some 200,000,000 or so, but even if I spent one billion, and forget to look at money, it's soon turned red. Elmo All�n
Re: Strategies which I'd like to share.
Author: Chris locke
Date: Sun, 22 Aug 1999 00:00
Date: Sun, 22 Aug 1999 00:00
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>I had too much money. Build a tunnel from one end of the map to the other. Goodbye �62million. Then delete it. Repeat!!
Re: Strategies which I'd like to share.
Author: Chris locke
Date: Sun, 22 Aug 1999 00:00
Date: Sun, 22 Aug 1999 00:00
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>trains not finding their proper stations You add little stations en-route as "checkpoints" or waypoints. It slows the "flow" down slightly, as the trains try and unload/load but at least they get to their destination...
Re: Strategies which I'd like to share.
Author: Elmo Allén
Date: Sun, 22 Aug 1999 00:00
Date: Sun, 22 Aug 1999 00:00
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Chris locke wrote: >You add little stations en-route as "checkpoints" or waypoints. It slows >the "flow" down slightly, as the trains try and unload/load but at least >they get to their destination... I know that but the stations are limited too... Elmo All�n
Re: Strategies which I'd like to share.
Author: upl... Dan Ros
Date: Sun, 22 Aug 1999 00:00
Date: Sun, 22 Aug 1999 00:00
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In <935277977.5777.0...@news.demon.co.uk>, "Chris locke" <mcmu...@yahoo.com> wrote... >You add little stations en-route as "checkpoints" or waypoints. It slows >the "flow" down slightly, as the trains try and unload/load but at least >they get to their destination... > Well, I mark them as "non stop" and the trains just speed through them. -- http://www.uplink.freeuk.com - ICQ: 15212336 I leave you with today's subliminal message:
Re: Strategies which I'd like to share.
Author: Chris locke
Date: Sun, 22 Aug 1999 00:00
Date: Sun, 22 Aug 1999 00:00
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>Well, I mark them as "non stop" and the trains just speed through them The trains not told to go there will steam (no pun intended!) straight through them, but ones told to "hey, go to that checkpoint!" will obediently try to load/unload. Thats all I meant, sorry.
Re: Strategies which I'd like to share.
Author: upl... Dan Ros
Date: Sun, 22 Aug 1999 00:00
Date: Sun, 22 Aug 1999 00:00
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In <935357760.14894.0...@news.demon.co.uk>, "Chris locke" <mcmu...@yahoo.com> wrote... >The trains not told to go there will steam (no pun intended!) straight >through them, but ones told to "hey, go to that checkpoint!" will obediently >try to load/unload. >Thats all I meant, sorry. Ah, but I have the patch installed, and it modifies the operation of the non-stop system. So, you can add a station on the schedule of a train and mark it as non stop, it will go to that station, but not stop at it. Any stations that you do not explicitly put on the schedule, the train wont stop at. -- http://www.uplink.freeuk.com - ICQ: 15212336 I leave you with today's subliminal message:
Re: Strategies which I'd like to share.
Author: Edward Bernard
Date: Sun, 22 Aug 1999 00:00
Date: Sun, 22 Aug 1999 00:00
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Chris locke <mcmu...@yahoo.com> wrote in message news:935183253.9800.0.nnrp-14.c1ed2dd7@news.demon.co.uk... > >(best way to do this, parallel lines, no signals, delays yer train too > much) > > So your saying no signals at all on a stretch of track?? Doesn't that mean > only 1 train per stretch??? And this is good?!! > > Yes Chris, this is extremely good. I rarely use signals unless a production facility is running at a huge level of production or if it is for a farm. The reason being is that running two trains on one track produces poor profit. Slow production facilities would cause both trains to run at a loss. Just the one is fine, as it produces a profit, and works well. And as I've said, signals often delay your train. One mistake in the signalling, and it requires a lot of detective work to remove the defunct signal. Quick trains require no signalling as they can be there and back very quickly. For me, more than one train on a track is trouble! I only use signals when, 1) It's difficult to build another track (ie no space in the town) 2) On farm runs, livestock and grain on same line 3) High production factories Eddie -- If you wanna laugh, then this is the place to go. Twisted jokes maybe, but certain one's are really funny! http://www.twistedhumor.com/cgi-bin/affiliate/banner.cgi?936
Re: Strategies which I'd like to share.
Author: Chris locke
Date: Sun, 22 Aug 1999 00:00
Date: Sun, 22 Aug 1999 00:00
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>Yes Chris, this is extremely good. So this is where the "competition" thing is a good idea - we both play the same scenario, but you doing 1 train-on-a-track, and me doing bucket loads. (ok, you get the point) but we'd see how it affects it and the pros/cons of both strategies. I can see your point fully, and some of my runs have only 1 train per track, but others have to use signals as they carry numerous trains. Once the competition scenario is finalized, I'd like to see how if affects gameplay!!
Re: Strategies which I'd like to share.
Author: upl... Dan Ros
Date: Sun, 22 Aug 1999 00:00
Date: Sun, 22 Aug 1999 00:00
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In <935359260.15575.0...@news.demon.co.uk>, "Chris locke" <mcmu...@yahoo.com> wrote... >Once the competition scenario is finalized, I'd like to see how if affects >gameplay!! Is it too late to join? I would like to have a go as well. :-) -- http://www.uplink.freeuk.com - ICQ: 15212336 I leave you with today's subliminal message:
Re: Strategies which I'd like to share.
Author: Stephen Down
Date: Mon, 23 Aug 1999 00:00
Date: Mon, 23 Aug 1999 00:00
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If there are too many stations in one town, rename any existing stations of yours. The computer doesn't count the number of stations, it just looks through its list of possible names (ie West, Lakeside, Transfer etc), and if it doesn't find one that's free, it concludes that there must be too many. So if you rename '~ West' to 'West ~', you will be able to build another station in that town. Elmo All�n <el...@saunalahti.fi> wrote in message news:7pp4po$m8m$1@tron.sci.fi... > Chris locke wrote: > >You add little stations en-route as "checkpoints" or waypoints. It slows > >the "flow" down slightly, as the trains try and unload/load but at least > >they get to their destination... > > I know that but the stations are limited too... > > Elmo All�n > >
Re: Strategies which I'd like to share.
Author: Stephen Down
Date: Mon, 23 Aug 1999 00:00
Date: Mon, 23 Aug 1999 00:00
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?? The point of checkpoint stations is that you send your train *to* them on its way to the final destination, so that it heads in the right direction. So it must feature in the GoTo list. So marking anything as Non-Stop won't help, then train must still call at the checkpoint. Dan Ros <upl...@freeuk.com> wrote in message news:37c02c47.93944483@news.freeuk.com... > In <935277977.5777.0...@news.demon.co.uk>, "Chris locke" > <mcmu...@yahoo.com> wrote... > >You add little stations en-route as "checkpoints" or waypoints. It slows > >the "flow" down slightly, as the trains try and unload/load but at least > >they get to their destination... > > > > Well, I mark them as "non stop" and the trains just speed through them. > -- > http://www.uplink.freeuk.com - ICQ: 15212336 > I leave you with today's subliminal message:
Re: Strategies which I'd like to share.
Author: upl... Dan Ros
Date: Mon, 23 Aug 1999 00:00
Date: Mon, 23 Aug 1999 00:00
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In <7pr8a0$h79$3...@pump1.york.ac.uk>, "Stephen Down" <ste...@sjd117.freeserve.co.uk> wrote... >The point of checkpoint stations is that you send your train *to* them on >its way to the final destination, so that it heads in the right direction. >So it must feature in the GoTo list. So marking anything as Non-Stop won't >help, then train must still call at the checkpoint. See my last message - <37c67fc8....@news.freeuk.com> :) -- http://www.uplink.freeuk.com - ICQ: 15212336 I leave you with today's subliminal message:
Re: Strategies which I'd like to share.
Author: Stephen Down
Date: Mon, 23 Aug 1999 00:00
Date: Mon, 23 Aug 1999 00:00
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What I've often found when running a crowded network is that trains often take the wrong turning because the correct path has a red signal (Yes, I play TTO). If this is causing a problem, put TWO signals on consecutive tiles along each path away from the junction. It is highly unlikely that a train will be cause the leading signal to be red, and this is all that an approaching train looks at. (It can happen if [a] a train breaks down before it has pulled out of the tile completely, or [b] you have an exceptionally fast train following an exceptionally slow one) Remember, the train will look up to 64 tiles ahead when it chooses which path to take, and if it can't find it's NEXT destination station within that, it will choose the path that takes it closest. This can play havoc when you're running a long route that twists and turns a lot. Chris locke <mcmu...@yahoo.com> wrote in message news:935277977.5777.0.nnrp-04.c1ed2dd7@news.demon.co.uk... > >trains not finding their proper stations > You add little stations en-route as "checkpoints" or waypoints. It slows > the "flow" down slightly, as the trains try and unload/load but at least > they get to their destination... > >
Re: Strategies which I'd like to share.
Author: Edward Bernard
Date: Mon, 23 Aug 1999 00:00
Date: Mon, 23 Aug 1999 00:00
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I thought you were already in it. Because of this, I added your name to the list of people who have their names in the scenario. You personally are the mayor of Big City. Your name sounds perfect for that type of job. Sort of Americanish, even though I'm English Eddie Dan Ros <upl...@freeuk.com> wrote in message news:37c7804a.115454258@news.freeuk.com... > In <935359260.15575.0...@news.demon.co.uk>, "Chris locke" > <mcmu...@yahoo.com> wrote... > >Once the competition scenario is finalized, I'd like to see how if affects > >gameplay!! > > Is it too late to join? I would like to have a go as well. :-) > -- > http://www.uplink.freeuk.com - ICQ: 15212336 > I leave you with today's subliminal message:
Re: Strategies which I'd like to share.
Author: Stephen Down
Date: Mon, 23 Aug 1999 00:00
Date: Mon, 23 Aug 1999 00:00
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Chris locke <mcmu...@yahoo.com> wrote in message news:935183253.9800.0.nnrp-14.c1ed2dd7@news.demon.co.uk... > >(best way to do this, parallel lines, no signals, delays yer train too > much) > > So your saying no signals at all on a stretch of track?? Doesn't that mean > only 1 train per stretch??? And this is good?!! If you can keep up with the supply from the farm by running a 10-car train for grain and another for livestock, and you have the space and money to build a double track, then it is undoubtedly the most efficient. However if you, at some later stage, find that the stuff is piling up in the station much quicker than you can cart it all away, you will probably regret building such a simplified layout, which will then be difficult to upgrade for more trains
Re: Strategies which I'd like to share.
Author: Edward Bernard
Date: Mon, 23 Aug 1999 00:00
Date: Mon, 23 Aug 1999 00:00
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Thank you Stephen. You've put it well better than I could. I don't think I explained this, but every single one of my trains has 9 cars, so I can get max profit from the run. I don't care how slow the train goes, because the profits usually make up for it. But sometimes I wish I could just start the game 20 years later so i can get some faster trains. My strategy is: 1 train for 1 track, trains carry the max amount of trucks possible. Eddie Stephen Down <ste...@sjd117.freeserve.co.uk> wrote in message news:7pr89s$h79$2@pump1.york.ac.uk... > Chris locke <mcmu...@yahoo.com> wrote in message > news:935183253.9800.0.nnrp-14.c1ed2dd7@news.demon.co.uk... > > >(best way to do this, parallel lines, no signals, delays yer train too > > much) > > > > So your saying no signals at all on a stretch of track?? Doesn't that > mean > > only 1 train per stretch??? And this is good?!! > > If you can keep up with the supply from the farm by running a 10-car train > for grain and another for livestock, and you have the space and money to > build a double track, then it is undoubtedly the most efficient. However if > you, at some later stage, find that the stuff is piling up in the station > much quicker than you can cart it all away, you will probably regret > building such a simplified layout, which will then be difficult to upgrade > for more trains > >
Re: Strategies which I'd like to share.
Author: Marius Huse Jacobsen
Date: Mon, 23 Aug 1999 00:00
Date: Mon, 23 Aug 1999 00:00
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If you want an explosive version, build railway tracks over his roads. If you stop your trains then time it correctly, kaboom! And he gets fewer passengers (and goods) worldwide.
Re: Strategies which I'd like to share.
Author: Chris locke
Date: Tue, 24 Aug 1999 00:00
Date: Tue, 24 Aug 1999 00:00
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>Ah, but I have the patch installed, **CHEAT** !!! Joking. I use the patch too. Again, I didn't play enough around with that setting to realise that. Thanks for the tip!!
Re: Strategies which I'd like to share.
Author: upl... Dan Ros
Date: Tue, 24 Aug 1999 00:00
Date: Tue, 24 Aug 1999 00:00
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In <935449530.5114.0...@news.demon.co.uk>, "Chris locke" <mcmu...@yahoo.com> wrote... >**CHEAT** !!! > >Joking. I use the patch too. >Again, I didn't play enough around with that setting to realise that. >Thanks for the tip!! > To save people time, here is a good string for running the patch: TTDPATCH.EXE -ilnqszmce 20 That does all all kinds of things, like extending the station max.limit so you can walk stations much further, and things like that. -- http://www.uplink.freeuk.com - ICQ: 15212336 I leave you with today's subliminal message:
Re: Strategies which I'd like to share.
Author: Stephen Down
Date: Tue, 24 Aug 1999 00:00
Date: Tue, 24 Aug 1999 00:00
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Thanx. But I haven't got The Patch ... where can I get hold of it? (And is it for O or Dx?) Dan Ros <upl...@freeuk.com> wrote in message news:37c24086.164673419@news.freeuk.com... > In <7pr8a0$h79$3...@pump1.york.ac.uk>, "Stephen Down" > <ste...@sjd117.freeserve.co.uk> wrote... > >The point of checkpoint stations is that you send your train *to* them on > >its way to the final destination, so that it heads in the right direction. > >So it must feature in the GoTo list. So marking anything as Non-Stop won't > >help, then train must still call at the checkpoint. > > See my last message - <37c67fc8....@news.freeuk.com> :) > -- > http://www.uplink.freeuk.com - ICQ: 15212336 > I leave you with today's subliminal message:
Re: Strategies which I'd like to share.
Author: Chris locke
Date: Tue, 24 Aug 1999 00:00
Date: Tue, 24 Aug 1999 00:00
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>But I haven't got The Patch ... where can I get hold of it? you can get it from my site: http://www.mcmuffin.demon.co.uk/files/ttdpatch.zip (and the site also houses the TT competition!!) or from Josefs site: http://publish.uwo.ca/~jdrexler/ttdpatch/ Its only small - about 34k. All instructions in the .ZIP. Oh, and it doesn't "hack" the .EXE file, so you don't have to worry about taking backups, reverting back to "normal" TT or anything else. As for what version, its for Deluxe, I think. I've just skimmed through the README file, and it mentions TTD, so I guess so. TTD is available in many places now, so if you haven't got it yet, upgrade!!!!!
Re: Strategies which I'd like to share.
Author: Chris locke
Date: Tue, 24 Aug 1999 00:00
Date: Tue, 24 Aug 1999 00:00
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>Is it too late to join? Nope. Pop along to my site and download Eddies scenario. >I added your name to the list of people who have their names in the scenario. Where is this list?? From the people that have shown an interest here?
Re: Strategies which I'd like to share.
Author: Edward Bernard
Date: Tue, 24 Aug 1999 00:00
Date: Tue, 24 Aug 1999 00:00
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Chris locke <mcmu...@yahoo.com> wrote in message news:935449728.5194.0.nnrp-08.c1ed2dd7@news.demon.co.uk... > >Is it too late to join? > Nope. Pop along to my site and download Eddies scenario. > > >I added your name to the list of people who have their names in the > scenario. > Where is this list?? From the people that have shown an interest here? Yes that's right Chris. But the thing is, I have the list on my computer. If more people want to join, then that's up to them, but their name will not be added to the scenario signs like 'Locke Mountain' 'River Eduardo' 'Shatter's bog' etc. Did you have any trouble accessing the scenario. I've been downloading a few and I haven't been able to access them. Their names just don't appear on the list of scenarios when you press play scenario. Chris - what's your company name going to be? You haven't mentioned it yet.
Re: Strategies which I'd like to share.
Author: Stephen Down
Date: Tue, 24 Aug 1999 00:00
Date: Tue, 24 Aug 1999 00:00
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What I find interesting is to build a complex but highly profitable network, then using the Scenario editor, save it, then play it ... this gives all your transport to the AI opponents, who can't cope with the network and just rip it all up, usually starting with stations, leaving trains stranded everywhere. In one city, one AI opponent built three separate stations, all carrying passengers to different places. And then wondered why his ratings in each station were so low... Chris locke <mcmu...@yahoo.com> wrote in message news:935359260.15575.0.nnrp-13.c1ed2dd7@news.demon.co.uk... > >Yes Chris, this is extremely good. > So this is where the "competition" thing is a good idea - we both play the > same scenario, but you doing 1 train-on-a-track, and me doing bucket loads. > (ok, you get the point) but we'd see how it affects it and the pros/cons of > both strategies. > > I can see your point fully, and some of my runs have only 1 train per track, > but others have to use signals as they carry numerous trains. > > Once the competition scenario is finalized, I'd like to see how if affects > gameplay!! > >
Re: Strategies which I'd like to share.
Author: Stephen Down
Date: Tue, 24 Aug 1999 00:00
Date: Tue, 24 Aug 1999 00:00
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Later than when? TTDx starts 1950 TTO with World Editor can start as late as 1965. IMO, if you have lots of supersonic trains right at the beginning it can make everything too easy, and less interesting as the trains develop. Edward Bernard <edw...@ebernard.swinternet.co.uk> wrote in message news:7pscth$t2r$2@news7.svr.pol.co.uk... > But sometimes I wish I could just start the > game 20 years later so i can get some faster trains.
Re: Strategies which I'd like to share.
Author: Chris locke
Date: Tue, 24 Aug 1999 00:00
Date: Tue, 24 Aug 1999 00:00
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>and less interesting as the trains develop. And if playing TTO, you miss the semaphore signals - aaargh!! They're the best thing about TTO, and I still cry at night at them being stripped from TTD.
Re: Strategies which I'd like to share.
Author: Edward Bernard
Date: Tue, 24 Aug 1999 00:00
Date: Tue, 24 Aug 1999 00:00
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I thought it was 1975. And I meant just an ordinary game on a random map. I wish that I could start later, with my long trains, they go too slow. Eddie Stephen Down <ste...@sjd117.freeserve.co.uk> wrote in message news:7pupgs$kj9$5@pump1.york.ac.uk... > Later than when? > TTDx starts 1950 > TTO with World Editor can start as late as 1965. > IMO, if you have lots of supersonic trains right at the beginning it can > make everything too easy, and less interesting as the trains develop. > > Edward Bernard <edw...@ebernard.swinternet.co.uk> wrote in message > news:7pscth$t2r$2@news7.svr.pol.co.uk... > > But sometimes I wish I could just start the > > game 20 years later so i can get some faster trains. > >
Re: Strategies which I'd like to share.
Author: Chris locke
Date: Wed, 25 Aug 1999 00:00
Date: Wed, 25 Aug 1999 00:00
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>Chris - what's your company name going to be? Just like me - "Novak & Good". (say it aloud a couple of times if you don't get it...)
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