Yeah you're right I think they would have been better if they would have kept food and construction materials since every town should need that and have specialized materials that a town need and make I wished it would have added more materials like I just say transporting goods to make automobiles
View t as a way off: Now only the needs are shown to you for which the town requires to grow. Assuming the towns that dont need specifically food, have already food and dont need that inorder to grow. Either way I also think thats just to turn down the amount of stuff you need to ship/ride/transport to towns. To ease the game. But I bet there will be mods for you. So no need to worry
Thanks for pointing out the module stations, I've watched several lets plays recently and none of them showed them in the detail you did in the 5 mins. I also love the new 2 items per town change too... but I hope they add in for this to grow through the ages and as the town grows - maybe to 4. To give you reason to expand your network and to supply the larger towns with new cargo...
IMHO, the demand should be flexible at all, at least 1 demand, but can grow up to 6, or even more! OTTD has this as a basic: "[Cityname] now accepts [Good name]." shows up as an info/reminder. With this you can also play a map with little as 2 or 3 cities but many industries, and it's still a challenge to fulfill all the demands. ;)
I still don't like the whole specific needs.. I'd rather of seen towns become "specialized" in something. Like a town having more houses than anything else requiring more goods, and food over other types, but still requiring those other things. Where as a business willr equire a huge amount of goods, but less food or tools, where as an industry focused town will require tons of fuel, tools, and less of everything else, but again still require everything. This way you technically can't just setup 1 major hub for food. You'll need to still specialize lines, so now maybe you need a train that is carrying both food, tools, and and oil, for a town that needs minimal levels of them, while another train on another line is all oil for that industry town to the other side.. It's not like there isn't an over abundance amount of industries on the map anyway.. The problem with this simplified version of it is the game is going to get REALLY boring much quicker than the original, because once you set a town up to supply it with the 2 things it needs. gg.. that's it. Just keep upgrading the rail lines, and trains, and you're done. Nothing more to do or balance, which is half the fun/challenge is trying to balance those supply lines, and changing supplies and demands.
The next level is getting a train moving stuff both ways between towns. So a goods consuming town can be near food production, a town near the food producer needs goods. You can then have boxcars take goods one way and food the other way. The generic needs did not encourage this as much, you'd mainly supply the nearby town with the nearby resource
Damn. I have to agree with that. Good points made. I haven't played the game yet, but basiclly your making more MIXED freight trains due to different city needing different supplies?
Really enjoyed your very chill narration, not something you see from youtubers these days, they all try to be too excitable. This channel just feels like a breath of fresh air.
@@Stealth17Gaming I totally agree with that. When people are overly expressive, it makes me feel uncomfortable and feels like I am "trying to keep up" with what they are trying to say/explain. It's somewhat stressful You and Colonel Failure are very easy to listen to. Subbed!
okay, well, guess i'm making myself some enemies now. let's start: 05:23 you could always drop of cargo at passenger stations, tho for trains it never really made sense - what was indeed super useful was the possibility to use the existing bus infrastructure 05:37 while I was very looking forward to the configuration tool, i'm highly skeptical of it now. It not only means we're bound to the same straight stations and single-levelled designs we've always been, but it's highly likely for the codebase to have been reworked to a point that existing curved-station mods won't be usable anymore. So... Instead I present: 10 things out of my head, I would have loved to see in... well train fever already. But 3 games in- we're still nowhere near: 1) Waiting trains / priority trains / a way to tell the 120km/h thing to wait until the 300km/h thing has passed 2) Limited Trainspeed and/or schedules where i can tell IN SECONDS how long a train should wait. Not minutes, hell how is this thing still not a slider ranging from 1 sec to no matter how long? 3) 2 level stations, courved stations in vanilla 4) an option for a train to choose WHATEVER platform is free at the station. I hate having to build 5-line stations for 5 lines, when 90% of the time, only one train will be there, just because sooner or later, two trains would approach at the same time and fuck up the entire even spacing. 5) decoupling of trains. How about your Vyrms splitting half way from Amsterdam to Luxembourg? One heading off to belgium the other towards lux? Wouldn't that be obvious? nah, and in that sense: 6) almost no new old trains. I know it sounds stupid, haha no new old trains, but for the first 100 years, this will almost be the same game again (yes, i know, asia....) - thankfully mods will help us out soon, but it's uncertain at this point whether the old ones are compatible 7) More settings: yes the new map preview looks nice, but I'm still missing a snowy terrain. Same goes for dynamic seasons and a lot of beautiful nice-to-have features (day night cycle for example) 8) Dynamic cities. As you show they're still the same like in Train Fever. All cities are about the same size. maybe the big ones are 2 or 3 times as big, but who cares if they have 400 people instead of 125 - they are simply too samy, to random, not spread out enough.... 9) special roads for pedestrians only.. like footpaths? streets for busses only? tram lines on grass? all the stuff we're used to seeing in real life? well i guess traffic lights are a start... 10) 12:40 it was never easy to satisfy one city - in fact it was shier impossible. A medium sized city required so much, that it was impossible to satisfy all goods. I was really hoping for a change here when I heard that cities were limited to two goods each. the problem however is still: a beginner city in a let's play i saw yesterday needed 400!!! goods. 400 to satisfy. when a cargo wagon can carry 6, a 'truck' (more like a carriage) can carry 4. So you again need 100 trucks per year travelling through the city? the ratio only worsens there. in my current playthrough my main city needs 4000 of each and even with 4 trucklines and 6 train lines coming in, i'm not close to satisfy anything. not by a long run, I'm at 30% at best... But I can't expand them since all there is in my city are just busses and trucks... they kept blocking themselves. goods have always been a nightmare and they still are. I will never have any need to build a mixed train for example. Or one of these cute tiny trains with only 4-5 cargo wagons
Agreed 100% and this is just the start of all the things I was hoping would be added to a new version. Nice improvements coming in TF2 but pretty light compared to what they could be doing. I was also hoping for combined biomes on a single map which would make for a great North America.
No one is going to bring up, IF YOU CAN decoupe cars, WHICH YOU SHOULD HAVE as an option, Wont that make the game more interesting (realistic) when it comes to expanding current freight lines? (Making frieght yards)
Yes, one of my biggest complains is the platform issue you mentioned. I’d absolutely love procedural pathing like how open TTD does it, trains that always follow the exact same path arent very exciting
I want #4 so bad. The main reason I always end up back at openTTD is because you cant set up insanely busy stations that run like clockwork. I had a station on 2 iron mines in Open TTD that just happened to be right next to each other with like 20 platforms. it was glorious to see once i got the kinks worked out. With only one platform per line it kind of limits your options.
These jet planes are so ridiculous on a map with 16km side-length. This is already the diameter of a SINGLE average medium city, so with a runway of 2 -3km length and 2 airports you got about 10km between them in best case, which is just 4 times the runway length and less the bare minimum just for the approach path itself! In the Caribbean sea there are some shuttle/taxi planes for these small distances, but these are mostly water planes and props, carrying maybe 6-10 PAX at max, that's it!
This is a game..... the 16km x 16km map size is merely a reference guide for you to gain perspective, it's not a true representation of any real size, they have to categorise it somehow, unless you want the pentagons computer so you can run a 40,000km x 40,000km map?
And did you notice that the guys does not sleep, or eat, or even drink...? Could you call Captain Obvious, just to be sure it's a game, and not an alternative reality ?
The game has a heavy disconnect between distance and time. You can connect two towns with, say, 4 km between them and the train will be on a, say, 6 minute schedule. Those 6 minutes might correspond to like 4 months of ingame time (without mods), so now you have a train moving at 100 km/h, travelling 4 km but has an 8 month round trip somehow. It's till one of the best civic world-building games made, though!
This is just the Tutorial I was looking for yesterday, many thanks for your detailed explanation. I had worked out the Train Stations, but then trains are my thing.
5:21 It's actually OK to drop off cargos using a passenger station in TF... Just u must use a freight station to pick up cargos. Same thing applies to a bus stop, u can actually drop cargos there...
Thank you very much for the hints. Did buy the game yesterday and even had no clue about this possibilities. But NOW, i do! ;-) Without any booklet, only purchasing online, it's a bit difficoult to figure out such things! You helped a lot! *bow*
I always choose a small map, and low towns and industries, just because I like connecting everything. It gives me a feeling of having beaten a level. Huge maps with 215 industries could take you literal weeks to connect everything.
On Temperate map, you always just get those 2-3 rivers that are split and some areas that are a little wider. (Depending on settings ofc.) But same water setting, will always give the same rivers with some small variations. I wish the maps would be totally different every time
These improvements are really neat, I would def like to see some gameplay vids, even if it was just a few. Also, for the island type maps, are there floatplanes? In real life they are really important for time critical things, doctors, tourism, etc, and it would be interesting to see it modeled in-game. Wouldn't be the top money maker, but it could be incentivized by tax refund/low upkeep/community service money, and maybe provide some kind of bonus to connected areas.
Saaie Sue het grappige is dat Nederlanders de enigen zijn die zich daar aan ergeren. Het klinkt grappig voor Engelsen en de meesten vinden ons Nederlandse accent beter verstaanbaar dan bijvoorbeeld Franse of Spaanse accenten.
@@Batavijf Jullie accent heeft er volgens mij minder mee te maken dan het feit dat de door jou genoemde landen nu eenmaal gemiddeld gezien een slechtere kennis hebben van het Engels. 'dubbing' op tv, minder lessen engels,... Dragen allemaal bij tot een slechtere kennis en uitspraak. Als vlaming moet ik toch toegeven dat ik het hilarisch vind. Op vakantie haal je er onmiddelijk de nederlanders en duitsers uit. "Hey, feur may one biertje!" Niettegenstaande dat ze hier over de mayonaise-grens allesbehalve het engels beheersen hoor... ;)
I wish they added car industries....they were there in Trains and trucks tycoon and it was a bliss to the eyes to see the loaded cars in carriages and being transported by longer trains or even trucks
Technically, Transport fever 1 had a way to use a Station for both passengers and cargo too. (Litterally 1, you could use the bus stop to deliver cargo.)
@@Stealth17Gaming Yea... they really should get Factorio level of optimization. Partly making the maps..lets say... somewhat realisticaly large. And also having a realistic population. They cut down all the capacities to about 1/4 of what they suppose to be (for passangers) and the buildings down even more. Specially so for high rise. Now i get that the passangers never rest, so it would be unfair to have a full population. But a simple solution would be to have every passenger to have like 5 names. then having a realistic number population in the city
If your PC takes that long you might want to use Nvidia NOW. It's a yet free service for streaming your game. Just check if it's available in your area.
I believe your are mistaken about the modular station or I am not getting it right. At minute 6:40 you're saying you can add, to the train station, a side cargo building with street access from where trucks will be able to load / unload cargo. In my current (and first) playthrough, I cannot seem to be able to do that. I have a road linking to that side building in question and in the line manager, it says I am trying to link buses with train which are incompatible. Am I getting it wrong or was your explanation incorrect ? Thanks for the help and cheers for the video !
I believe I got it now. These modules, with street access, allow to connect, via roads, other stations. So to achieve a connection between buses and trains, you have to have a road in between them, whitin the encatchment area, where can be built the train station and the truck station. These modules multiply, in fact, roads connection. But all in all, no buses cannot go to train stations.
@@Mackovitch It would have been nice. There was an awesome mod train station for TF1 that had built in truck stations running through it. That was awesome. Too bad that's not here. It seems like that would have been the natural end point to adding modular stations.
How does it make sense, that cities need different stuff? The one needs food and the other construction material while starving to death building houses? This needs to be modded away quickly.
It looks the the Devs are trying their best to make it more realistic, in the real world you won't have just one company supplying absolutely everything for every town, I guess you can imagine that the town is already supplied for most item but not all items, that is were the player comes in
@@Phunker1 The devs did it this way to make it more challenging to have to make different lines to each city. before in TPF1 since most cities required the same goods/food, you could basically make a single line connecting them all and just send a bunch of different trains with the same goods all the time. This change shakes that up a bit and requires you to think about how to get those goods to those locs.
I would have preferred a hybrid solution. Every city obviously needs food and then it can demand something specific. Of course with the new changes to the production figures of industries you could never in a million years supply enough food for more than 2 or 3 large cities. I tapped every single fuel source on the map on my default settings tropical map and could barely serve enough fuel for 2 cities.
I don't think they'll be very useful. Planes are great at transporting goods and passengers over long distances at great speed. They need distance to get to that speed though. On small maps you can't build up enough speed.
How do I bring all the iron from the mines into a truck depot then have trucks take it from the depot to it’s final location? That’s a common logistics manoeuvre and it won’t even let me do it. I want the big trucks to bring it across the map then the small trucks eco trucks to take it the rest of the way into town..
@@Stealth17Gaming I watch nearly all of your content, but yeah I remember the last batch of transport fever videos weren't too popular. It was a shame as I did like it and it's something different from wargame which I know is very popular on your channel. Completely understand if you don't though as it has to be worth your time.
@@jonasmoen_ Yes, busses have line information. I happened to just capture that as a screenshot. Here's the preview for the thumbnail for the episode: imgur.com/a/WAvjbvH For the train station I don't know.
@@Stealth17Gaming I'm really glad you've covered this game and took a chance with the series. Not sure why Transport Fever 1 never got much traction, but this is video is now your most popular upload! Good job.
5:25 you are totally incorrect, in Transport Fever 1 you can drop cargo in passenger stations, even bus stops, you cannot collect cargo in industries without a cargo station but you can drop as the final destination in passengers stations with no problem at all.
In my opinion maps are small, they might not seem like it because they also have small cities but once you see a train station being half the size of a city and a railroad line that goes trough half map and the train barely reaches full speed you notice how small the map really is
TLDR is that these changes have sort of strangled a lot of the complexity out of making individual transport lines and instead shifted the focus to the big picture transport empire running single tracks from one industry to another. Maybe this will appeal to many people but I sort of prefer the TTD super complex single lines with 25 trains running on a huge line. If you are looking for a complex transport game with lots of room for complex train networks, go download OpenTTD for free... it looks like ass but plays like a dream. If you can't deal with the isometric 90s graphics then TF2 is a worthy compromise. Just don't expect the same level of complexity. After playing the game for about 16 hours I would say its a bit of a mixed bag. They moved forward in several areas and sort of went backwards on a few. For one, no industry seems to produce enough product to warrant running more than maybe 2 trains anymore. So out is designing busy stations with many trains transporting goods from the same industry. Ships are actually a viable strategy now and the whole production line feels much less susceptible to randomly halting for no apparent reason and the lines generally run more smoothly. Towns are easier to grow in the early game but seem to reach a point where further growth is impossible due to the new emissions system which has no real way to mitigate it besides replacing your fleet with EVs. The system could use some fleshing out. The graphics have seen a pretty huge improvement and it runs the same if not a little bit better than TF1 (the bar was pretty low to begin with though as I would still say the game runs fairly poorly). I have a I7 4770 and a GTX 1070 and the framerate stutters frequently when zooming in the late game on medium settings. so I wish they had done much more work in this area. The new modular system for stations is great. I have a ton of good things to say about it. It allows for a lot of flexibility in the way your stations work and function. From a design point of view this a big win and goes a long way to eliminate the need for the modded stations we used in the original game. Execution wise though it really could use some tweaking. It is laggy as all hell in the late game and doesn't always work the way you intend. Overall its good but it does need some work. Airports are a bit of a double edged sword this time around. They can be great but they cause so much emission that I ended up bulldozing most of them about halfway through the game due to them causing my towns to shrink. Best thing to do is build them far away from the the city and bus in the people. I wish they had gone with a hybrid of new system and old system when it comes to the types of goods that the towns demand. It makes sense that different towns would demand different goods but it would have been nice if all the towns demanded food or something and then one other random item. The effect the current system has on your game is that your transport empire will be much thinner and more spread out than in TF1 or Transport Tycoon. In my playthrough from 1850 to 2070 or so I ended up transporting goods from probably 75% of the industries on the map. Most of these systems were a single train running back and forth on a single track so the joy of sitting back and marveling at the thousands of goods being transported from a single station is gone.
Let's face it. Transport fever 2 is mainly an large update on graphics and how stations are built. The tropical maps are nice to have but most people will use modded maps anyways. Several things I had wished for, actually since train fever, are not implemented. The way the in game economy works is still not changed. It's still this weird supply based thing were you can do anything you want and the price is based on distance no matter how silly your idea is. Also, they didnt change anything with track laying it seems. The bumps when crossing with roads still are there. Catenery is still weird on switches (no poles). Station lengths vs train length is super arbitrary. Still there is no superelevation of curved tracks. From a train enthusiasts perspective the game is pretty disappointing
Can I use a bus/truck station with two exits at the city limits to let my vehicles trough but block cars. In the previous games cars could jam the roads easily. Using station as gates would be helpful.
Pretty sure its possible, TF1 had a few HUGE custom maps, enabled with "Experimental Map Size = 1" My favorite was the Large USA Map, where building realistically through the Rockies was quite the challenge.
Can you buy land area around the stations, because I can see it being frustrating trying to expand stations, airports, etc. when the city keeps putting buildings right up against it.
@@Stealth17Gaming Yeah it gets crazy expensive once they start building more than two story buildings. I might have to lay down some useless track or something, although that seems awfully cheesy.
@@IdeI2StOnEd The point of laying useless track is to save the land and demolish it when you're ready to expand the station, not to leave it there permanently.
I bought transport fever 1 a while back for very very cheap, but I never played it. (You know the back log woes). Now I transport fever 2 is on sale. Should I grab it and start with TF2?
TF2 does have some nice features that improve it. I personally really like the custom airfields. I also expect mod support for TF2 to last longer than for TF1.
Hoi ! Hoe zit het nou met die bus/cargo terminals dan. Want word dat dan niet veel te druk op die terminals? Mijn idee is dat nu pax en cargo veel te druk word op 1 terminal en alles helemaal vast staat als de demand steeds meer word. Thanks voor je content man! Kijk graag je filmpjes en leer er behoorlijk van!
Het valt tot nu toe mee. Lijkt alsof de balance goed is. Heb nog niet alles door en door gest. Zo heb ik nog niet 5 treinen en 10 trucks bij elkaar gehad op 1 gecombineerde hub. Dat wordt misschien wat veel.
Still have a doubt that how much is the maximum production about a factory or a farm? I hope have no limits only limited by transportation , in tf1 the maximum issue are annoying.
I believe the farms and other source factories have been reworked to prevent factories just shutting out on capable lines. I think it also works in favor of connecting multiple of the same sources to a factory.
So the industries produce far less than they did in TF1. The maximum a harvesting industry like a farm or mine can produce is 400. That means that you really wont have a need for multiple trains. Its probably my biggest gripe with the game because in TF1 they could produce 1600 if I remember correctly and that would require you to run multiple trains on a line just to keep up. That's gone unfortunately. I played from 1860 to 2070 in about 16 hours and never ran more than 2 trains on a line and the industry was maxed. It is quite a step backward in my opinion at least in this area.
in the game it automatically replaces the loco/truck/bus without returning to the depot. It can happen en-route to its destination or vice versa. In TPF1 it required you to arrive at a station or force it by making it go back to the depot. No longer the case How you set it up is in the lines manager
TF1 had a hidden super large map option. All you had to do was edit the config file or get the mod which enabled it in the UI. I wouldn't be surprised if a similar option still exists.
If you want HUGE maps then play OpenTTD and make it stupidly huge.. there you have it, you won't be able to connect all cities even if you keep playing that very same map for at least 1 month long
@bluelightning1224 you need not to wait modders.... you can change it in settings.lua (i think it was it) and make maps up to 24 x 24 km or 10 x 52.5 km.... so easy, so smooth and very quick. look here ua-cam.com/video/QzEsygQoFgs/v-deo.html
As long as the industries are randomly generated, the game is still broken. Raw material refiners should be in close proximity to the raw resource. Putting them all over the map randomly makes no sense whatsoever.
To be honest, I am not so enthusiastic about second TF. Basically for $30 you get prettier game, where you can adjust terminals (cannot add runways). From what Ive seen, the lines manager is quite messy and preview of map is not a huge deal for me. Yes, it is slightly better game, but is that ''slightly'' worth $30? up to everybodys taste I thing but definitely not must have deal.
Complete graphical overhaul, from what i have seen better utilisation of the cpu and such, complete new vehicle pack, campaign looks decent from what i have seen so far and more systems to take into account (noise and normal pollution, no longer just dump your cargo in the nearest city etc etc.) cannot say you find it worth it but if pre-orderd and if you are owner of the first game on steam you can get a 25% discount (preoder bonus + an extra bit for owning the first game). Hope i helped you in any way shape or form! Would suggest to watch some people play it to see if the improvements are worth it for you.
Not really, I bought it and it feels pretty much the same. There are some improvements but there are also some things I think the first one did better. Wait for a sale.
My main question is if the game runs better than the first one. I have a pretty good machine and that thing ran like ass at the late game no matter what options I tweaked. Don't get me wrong I still played it for like 140 hours...
I don't see why people want 250 industries and a shitload of cities 10 cm apart? My problem is there being to many industries on the lowest setting. I want to make long hauls, not 500 short ones. And, the simplified goods model is not a flavor I like. Cities not accepting as many types of goods, farms producing one type of product and so on. Why do this? It's not that the game was to complex? Why must devs always dumb things down? Also, having a map generator is fine and all, but there is not much in the way of height levels. Sure, there are mountains, but just like with many of the workshop maps of TF1 made of height maps, the mountains does not scale well with the vehicles, cities and industries. I want more rolling hills covering the entire map and cities and industries at different altitudes, I want to lay lines up the mountain sides to connect to cities and mines etc. in the mountains. There are maps in TF1 that did this well, and I bet there will be for TF2 as well, and sure, you can make your own map, even if the editor is uberslow to work with. But, having more challenging maps with big differences in altitudes, longer hauls and all that does not fit with the games intended cost income model. You build a long, difficult and expensive route, and actually making money out of it can be hard.
Ok, sorry but I stopped watching as soon as you said "if I change that [map size] it's going to change dramatically." Look at that, from 12x12km to 16x16km. Dude, that's not dramatic. Going from medium to very large.....you'd expect a 4x increase, not 0.33. 16km x 16km.....Christ on a bike, there's FPS games with bigger maps than that. 16x16 is pathetic.
Appearance of this video proves that TF2 cant hold 2 in its name ... its just mod formoney for TF1 For example - change name of game to Witcher2 and Witcher3. Do someone figure out to create it ? :))
they did. you can't just judge that by looking at the videos as UA-cam compresses the hell out of this stuff. wait till the game comes out and play it and you'll see
Wel handig.Ik kan dus niets anders dan tot woensdag te wachten met spelen.Verklaart ook de modificaties die aan 't opduiken zijn. Al glitches of bugs tegengekomen?
@@Will-cr9sl Ja kwestie van wachten. Ik heb wel wat glitches gezien hier en daar. Soms spawned er een industry midden in een stad. Dan snapt de game helemaal niet meer wat wat is. Verder zie ik hovercrafts door pieren heen clippen. Zie je morgen misschien in episode 5.
It eats more RAM than Google Chrome for one. And it seems like vehicles clip through buildings more. For some reason the option of replacing a vehicle automatically after x amount of years is missing.
Industries produce less. So you have little opportunity to build complex lines to handle many trains. You end up having to run multiple lines to multiple industries instead. I kind of miss having the industries supply so much that I have to optimize the rails. I played from 1850 to 2070 and had amassed several billion dollars and I had not had to run more than 2 trains on a line ever. So I miss that.
It is a disaster. The blinding gray screen gives me a headache. Train interface is fraked. Can't move around train cars or even add them without selling all and restarting. Every town now only has 2 goods to accept. (WTF? So bread and oil are now accepted at only select cities). I cant find how to auto-replace old vehicles. There are fewer resources to work with and the new icons are confusing,ugly and badly designed with no detail whatsoever, and so on. I loved the game before.. but now I just play it to get my money's worth. For every improved feature, they trashed 12 old features. I would not recommend it to anyone since it is just plain non-intuitive and frustrating. Every thing is just bad.
"Wuhan exchange"
November 2019
What
he predicted it
Hahahahahaha Coincidence? obviously, but its still funny.
Spiderous yeah I just saw that as well what are the chances...
FORESHADOWING
lol
They should have kept the need for food in all towns, but add the specialised industrial needs.
i dont see why
@@razvan4553 Do you eat food?
Yeah you're right I think they would have been better if they would have kept food and construction materials since every town should need that and have specialized materials that a town need and make I wished it would have added more materials like I just say transporting goods to make automobiles
@@robmuzz maybe its a town of zombies..lol
View t as a way off: Now only the needs are shown to you for which the town requires to grow. Assuming the towns that dont need specifically food, have already food and dont need that inorder to grow.
Either way I also think thats just to turn down the amount of stuff you need to ship/ride/transport to towns. To ease the game. But I bet there will be mods for you. So no need to worry
Thanks for pointing out the module stations, I've watched several lets plays recently and none of them showed them in the detail you did in the 5 mins. I also love the new 2 items per town change too... but I hope they add in for this to grow through the ages and as the town grows - maybe to 4. To give you reason to expand your network and to supply the larger towns with new cargo...
IMHO, the demand should be flexible at all, at least 1 demand, but can grow up to 6, or even more! OTTD has this as a basic: "[Cityname] now accepts [Good name]." shows up as an info/reminder. With this you can also play a map with little as 2 or 3 cities but many industries, and it's still a challenge to fulfill all the demands. ;)
I still don't like the whole specific needs.. I'd rather of seen towns become "specialized" in something. Like a town having more houses than anything else requiring more goods, and food over other types, but still requiring those other things. Where as a business willr equire a huge amount of goods, but less food or tools, where as an industry focused town will require tons of fuel, tools, and less of everything else, but again still require everything.
This way you technically can't just setup 1 major hub for food. You'll need to still specialize lines, so now maybe you need a train that is carrying both food, tools, and and oil, for a town that needs minimal levels of them, while another train on another line is all oil for that industry town to the other side..
It's not like there isn't an over abundance amount of industries on the map anyway..
The problem with this simplified version of it is the game is going to get REALLY boring much quicker than the original, because once you set a town up to supply it with the 2 things it needs. gg.. that's it. Just keep upgrading the rail lines, and trains, and you're done. Nothing more to do or balance, which is half the fun/challenge is trying to balance those supply lines, and changing supplies and demands.
The next level is getting a train moving stuff both ways between towns. So a goods consuming town can be near food production, a town near the food producer needs goods. You can then have boxcars take goods one way and food the other way.
The generic needs did not encourage this as much, you'd mainly supply the nearby town with the nearby resource
Damn. I have to agree with that. Good points made. I haven't played the game yet, but basiclly your making more MIXED freight trains due to different city needing different supplies?
Well at least I would think that every town would need food... ;-)
@@DickMetselaar agreed. Or construction materials.
@@mikemontgomery5649 Yep, I think it wil be a matter of time before MODS will make this possible.
Really enjoyed your very chill narration, not something you see from youtubers these days, they all try to be too excitable. This channel just feels like a breath of fresh air.
Thanks! I can't stand the super-hyped channels myself either. Just calmly relay information and I'm happy :)
@@Stealth17Gaming I totally agree with that. When people are overly expressive, it makes me feel uncomfortable and feels like I am "trying to keep up" with what they are trying to say/explain. It's somewhat stressful
You and Colonel Failure are very easy to listen to. Subbed!
okay, well, guess i'm making myself some enemies now.
let's start:
05:23 you could always drop of cargo at passenger stations, tho for trains it never really made sense - what was indeed super useful was the possibility to use the existing bus infrastructure
05:37 while I was very looking forward to the configuration tool, i'm highly skeptical of it now. It not only means we're bound to the same straight stations and single-levelled designs we've always been, but it's highly likely for the codebase to have been reworked to a point that existing curved-station mods won't be usable anymore.
So... Instead I present: 10 things out of my head, I would have loved to see in... well train fever already. But 3 games in- we're still nowhere near:
1) Waiting trains / priority trains / a way to tell the 120km/h thing to wait until the 300km/h thing has passed
2) Limited Trainspeed and/or schedules where i can tell IN SECONDS how long a train should wait. Not minutes, hell how is this thing still not a slider ranging from 1 sec to no matter how long?
3) 2 level stations, courved stations in vanilla
4) an option for a train to choose WHATEVER platform is free at the station. I hate having to build 5-line stations for 5 lines, when 90% of the time, only one train will be there, just because sooner or later, two trains would approach at the same time and fuck up the entire even spacing.
5) decoupling of trains. How about your Vyrms splitting half way from Amsterdam to Luxembourg? One heading off to belgium the other towards lux? Wouldn't that be obvious? nah, and in that sense:
6) almost no new old trains. I know it sounds stupid, haha no new old trains, but for the first 100 years, this will almost be the same game again (yes, i know, asia....) - thankfully mods will help us out soon, but it's uncertain at this point whether the old ones are compatible
7) More settings: yes the new map preview looks nice, but I'm still missing a snowy terrain. Same goes for dynamic seasons and a lot of beautiful nice-to-have features (day night cycle for example)
8) Dynamic cities. As you show they're still the same like in Train Fever. All cities are about the same size. maybe the big ones are 2 or 3 times as big, but who cares if they have 400 people instead of 125 - they are simply too samy, to random, not spread out enough....
9) special roads for pedestrians only.. like footpaths? streets for busses only? tram lines on grass? all the stuff we're used to seeing in real life? well i guess traffic lights are a start...
10) 12:40 it was never easy to satisfy one city - in fact it was shier impossible. A medium sized city required so much, that it was impossible to satisfy all goods. I was really hoping for a change here when I heard that cities were limited to two goods each. the problem however is still: a beginner city in a let's play i saw yesterday needed 400!!! goods. 400 to satisfy. when a cargo wagon can carry 6, a 'truck' (more like a carriage) can carry 4. So you again need 100 trucks per year travelling through the city? the ratio only worsens there. in my current playthrough my main city needs 4000 of each and even with 4 trucklines and 6 train lines coming in, i'm not close to satisfy anything. not by a long run, I'm at 30% at best... But I can't expand them since all there is in my city are just busses and trucks... they kept blocking themselves. goods have always been a nightmare and they still are.
I will never have any need to build a mixed train for example. Or one of these cute tiny trains with only 4-5 cargo wagons
Agreed 100% and this is just the start of all the things I was hoping would be added to a new version. Nice improvements coming in TF2 but pretty light compared to what they could be doing. I was also hoping for combined biomes on a single map which would make for a great North America.
No one is going to bring up, IF YOU CAN decoupe cars, WHICH YOU SHOULD HAVE as an option, Wont that make the game more interesting (realistic) when it comes to expanding current freight lines? (Making frieght yards)
Yes, one of my biggest complains is the platform issue you mentioned. I’d absolutely love procedural pathing like how open TTD does it, trains that always follow the exact same path arent very exciting
I want #4 so bad. The main reason I always end up back at openTTD is because you cant set up insanely busy stations that run like clockwork. I had a station on 2 iron mines in Open TTD that just happened to be right next to each other with like 20 platforms. it was glorious to see once i got the kinks worked out. With only one platform per line it kind of limits your options.
@@laststand6587 I thought it was a little odd that "America" was just a sprawling desert landscape.
12:17 close the roads to wuhan ahaah
Hahahaha 🤣🤣🤣🤣🤣🤣
These jet planes are so ridiculous on a map with 16km side-length. This is already the diameter of a SINGLE average medium city, so with a runway of 2 -3km length and 2 airports you got about 10km between them in best case, which is just 4 times the runway length and less the bare minimum just for the approach path itself!
In the Caribbean sea there are some shuttle/taxi planes for these small distances, but these are mostly water planes and props, carrying maybe 6-10 PAX at max, that's it!
This is a game..... the 16km x 16km map size is merely a reference guide for you to gain perspective, it's not a true representation of any real size, they have to categorise it somehow, unless you want the pentagons computer so you can run a 40,000km x 40,000km map?
And did you notice that the guys does not sleep, or eat, or even drink...?
Could you call Captain Obvious, just to be sure it's a game, and not an alternative reality ?
The game has a heavy disconnect between distance and time. You can connect two towns with, say, 4 km between them and the train will be on a, say, 6 minute schedule. Those 6 minutes might correspond to like 4 months of ingame time (without mods), so now you have a train moving at 100 km/h, travelling 4 km but has an 8 month round trip somehow.
It's till one of the best civic world-building games made, though!
6:18
Me: There's a spot he can put it right in the center, so I'm sure he'll do that.
Me: He'll center it... right?
Me: ;-;
i cant wait! I hope many modders will produce good content
Lol Wuhan.
Don't make a passager line there. Pro tip from the future.
This video has convinced me to get Transport Fever 2. I've been contemplating it for a little while now (never having played TF1)
This is just the Tutorial I was looking for yesterday, many thanks for your detailed explanation. I had worked out the Train Stations, but then trains are my thing.
I hope that you keep uploading this game, love to watch transport fever
5:21 It's actually OK to drop off cargos using a passenger station in TF... Just u must use a freight station to pick up cargos. Same thing applies to a bus stop, u can actually drop cargos there...
Thank you very much for the hints. Did buy the game yesterday and even had no clue about this possibilities. But NOW, i do! ;-)
Without any booklet, only purchasing online, it's a bit difficoult to figure out such things! You helped a lot! *bow*
Thanks! Have fun with the game :)
I always choose a small map, and low towns and industries, just because I like connecting everything. It gives me a feeling of having beaten a level. Huge maps with 215 industries could take you literal weeks to connect everything.
On Temperate map, you always just get those 2-3 rivers that are split and some areas that are a little wider. (Depending on settings ofc.) But same water setting, will always give the same rivers with some small variations. I wish the maps would be totally different every time
These improvements are really neat, I would def like to see some gameplay vids, even if it was just a few. Also, for the island type maps, are there floatplanes? In real life they are really important for time critical things, doctors, tourism, etc, and it would be interesting to see it modeled in-game. Wouldn't be the top money maker, but it could be incentivized by tax refund/low upkeep/community service money, and maybe provide some kind of bonus to connected areas.
Yep, that's English with a Dutch accent.
I might just follow just for that 😉
Said no one ever... Maar goed, een nederlands accent verstop je niet zomaar :)
Saaie Sue het grappige is dat Nederlanders de enigen zijn die zich daar aan ergeren. Het klinkt grappig voor Engelsen en de meesten vinden ons Nederlandse accent beter verstaanbaar dan bijvoorbeeld Franse of Spaanse accenten.
my indonesische berdebar debar
As a Fleming I also dislike the Dutch accent haha ;)
@@Batavijf Jullie accent heeft er volgens mij minder mee te maken dan het feit dat de door jou genoemde landen nu eenmaal gemiddeld gezien een slechtere kennis hebben van het Engels. 'dubbing' op tv, minder lessen engels,... Dragen allemaal bij tot een slechtere kennis en uitspraak.
Als vlaming moet ik toch toegeven dat ik het hilarisch vind. Op vakantie haal je er onmiddelijk de nederlanders en duitsers uit. "Hey, feur may one biertje!"
Niettegenstaande dat ze hier over de mayonaise-grens allesbehalve het engels beheersen hoor... ;)
I wish they added car industries....they were there in Trains and trucks tycoon and it was a bliss to the eyes to see the loaded cars in carriages and being transported by longer trains or even trucks
Technically, Transport fever 1 had a way to use a Station for both passengers and cargo too. (Litterally 1, you could use the bus stop to deliver cargo.)
...really?
Yeah but it was a glitch that wasn't meant to be there
"i´m quite supriced how quickly the map generats"
Well i´m not... Sitting on a 6 core bulldozer... It takes like a minite
It was definitely longer in TF1. The game would definitely benefit from further optimization.
@@Stealth17Gaming Yea... they really should get Factorio level of optimization.
Partly making the maps..lets say... somewhat realisticaly large. And also having a realistic population. They cut down all the capacities to about 1/4 of what they suppose to be (for passangers) and the buildings down even more. Specially so for high rise.
Now i get that the passangers never rest, so it would be unfair to have a full population. But a simple solution would be to have every passenger to have like 5 names. then having a realistic number population in the city
If your PC takes that long you might want to use Nvidia NOW. It's a yet free service for streaming your game. Just check if it's available in your area.
As a Filipino, Tropical is such a nice addition, *+* alongside with Asian transportation vehicles.
I believe your are mistaken about the modular station or I am not getting it right. At minute 6:40 you're saying you can add, to the train station, a side cargo building with street access from where trucks will be able to load / unload cargo.
In my current (and first) playthrough, I cannot seem to be able to do that. I have a road linking to that side building in question and in the line manager, it says I am trying to link buses with train which are incompatible. Am I getting it wrong or was your explanation incorrect ? Thanks for the help and cheers for the video !
I believe I got it now.
These modules, with street access, allow to connect, via roads, other stations.
So to achieve a connection between buses and trains, you have to have a road in between them, whitin the encatchment area, where can be built the train station and the truck station. These modules multiply, in fact, roads connection.
But all in all, no buses cannot go to train stations.
@@Mackovitch It would have been nice. There was an awesome mod train station for TF1 that had built in truck stations running through it. That was awesome. Too bad that's not here. It seems like that would have been the natural end point to adding modular stations.
You may also want to mention the cargo roadside drop off docks..they are quite useful
Those are really nice! A welcome addition
How does it make sense, that cities need different stuff? The one needs food and the other construction material while starving to death building houses? This needs to be modded away quickly.
It looks the the Devs are trying their best to make it more realistic, in the real world you won't have just one company supplying absolutely everything for every town, I guess you can imagine that the town is already supplied for most item but not all items, that is were the player comes in
@@kieranjordan2655 No, in the real world, you have every company supplying everything to every town. Especially goods, machines, etc.
@@Phunker1 The devs did it this way to make it more challenging to have to make different lines to each city. before in TPF1 since most cities required the same goods/food, you could basically make a single line connecting them all and just send a bunch of different trains with the same goods all the time.
This change shakes that up a bit and requires you to think about how to get those goods to those locs.
I would have preferred a hybrid solution. Every city obviously needs food and then it can demand something specific. Of course with the new changes to the production figures of industries you could never in a million years supply enough food for more than 2 or 3 large cities. I tapped every single fuel source on the map on my default settings tropical map and could barely serve enough fuel for 2 cities.
How will airplanes be useful in smaller maps?... Any speed factor like open TTD?
I don't think they'll be very useful. Planes are great at transporting goods and passengers over long distances at great speed. They need distance to get to that speed though. On small maps you can't build up enough speed.
@@Stealth17Gaming right
How do I bring all the iron from the mines into a truck depot then have trucks take it from the depot to it’s final location? That’s a common logistics manoeuvre and it won’t even let me do it. I want the big trucks to bring it across the map then the small trucks eco trucks to take it the rest of the way into town..
Do you plan to do a series of Transport Fever 2 on your channel? The game looks really good.
I might. Is it something you would watch? Transport Fever 1 never got many views.
@@Stealth17Gaming I watch nearly all of your content, but yeah I remember the last batch of transport fever videos weren't too popular. It was a shame as I did like it and it's something different from wargame which I know is very popular on your channel.
Completely understand if you don't though as it has to be worth your time.
@cptnutter Yes I do, but I have to wait until December 12th.
@@jonasmoen_ Yes, busses have line information. I happened to just capture that as a screenshot. Here's the preview for the thumbnail for the episode: imgur.com/a/WAvjbvH
For the train station I don't know.
@@Stealth17Gaming I'm really glad you've covered this game and took a chance with the series. Not sure why Transport Fever 1 never got much traction, but this is video is now your most popular upload! Good job.
5:25 you are totally incorrect, in Transport Fever 1 you can drop cargo in passenger stations, even bus stops, you cannot collect cargo in industries without a cargo station but you can drop as the final destination in passengers stations with no problem at all.
Oh my bad then. Thanks for the correction
In my opinion maps are small, they might not seem like it because they also have small cities but once you see a train station being half the size of a city and a railroad line that goes trough half map and the train barely reaches full speed you notice how small the map really is
Honestly this looks like it could’ve been done to the main game tf1 as updates but they decided to make a new branch of tf1
My thoughts exactly, there are way to few changes to justify a second game. Could have been done in a DLC not full price of 40$... just my thoughts...
@@STFU665 I felt this way after upgrading from Train Fever to Transport Fever 1
One thing I really still miss is the possibility to make custom runways for airports :( Other than that it looks promising!
I cannot wait to see how people break the game!
Its strange am i the only one who would say it just feels like only an update of TF1 ?
No its not strange. It felt pretty much the same
not buying it for that exact reason, should have been free update for TF1
TLDR is that these changes have sort of strangled a lot of the complexity out of making individual transport lines and instead shifted the focus to the big picture transport empire running single tracks from one industry to another. Maybe this will appeal to many people but I sort of prefer the TTD super complex single lines with 25 trains running on a huge line. If you are looking for a complex transport game with lots of room for complex train networks, go download OpenTTD for free... it looks like ass but plays like a dream. If you can't deal with the isometric 90s graphics then TF2 is a worthy compromise. Just don't expect the same level of complexity.
After playing the game for about 16 hours I would say its a bit of a mixed bag. They moved forward in several areas and sort of went backwards on a few. For one, no industry seems to produce enough product to warrant running more than maybe 2 trains anymore. So out is designing busy stations with many trains transporting goods from the same industry. Ships are actually a viable strategy now and the whole production line feels much less susceptible to randomly halting for no apparent reason and the lines generally run more smoothly. Towns are easier to grow in the early game but seem to reach a point where further growth is impossible due to the new emissions system which has no real way to mitigate it besides replacing your fleet with EVs. The system could use some fleshing out.
The graphics have seen a pretty huge improvement and it runs the same if not a little bit better than TF1 (the bar was pretty low to begin with though as I would still say the game runs fairly poorly). I have a I7 4770 and a GTX 1070 and the framerate stutters frequently when zooming in the late game on medium settings. so I wish they had done much more work in this area.
The new modular system for stations is great. I have a ton of good things to say about it. It allows for a lot of flexibility in the way your stations work and function. From a design point of view this a big win and goes a long way to eliminate the need for the modded stations we used in the original game. Execution wise though it really could use some tweaking. It is laggy as all hell in the late game and doesn't always work the way you intend. Overall its good but it does need some work.
Airports are a bit of a double edged sword this time around. They can be great but they cause so much emission that I ended up bulldozing most of them about halfway through the game due to them causing my towns to shrink. Best thing to do is build them far away from the the city and bus in the people.
I wish they had gone with a hybrid of new system and old system when it comes to the types of goods that the towns demand. It makes sense that different towns would demand different goods but it would have been nice if all the towns demanded food or something and then one other random item. The effect the current system has on your game is that your transport empire will be much thinner and more spread out than in TF1 or Transport Tycoon. In my playthrough from 1850 to 2070 or so I ended up transporting goods from probably 75% of the industries on the map. Most of these systems were a single train running back and forth on a single track so the joy of sitting back and marveling at the thousands of goods being transported from a single station is gone.
I really wanted them to make realistic signaling for trains.
Let's face it. Transport fever 2 is mainly an large update on graphics and how stations are built. The tropical maps are nice to have but most people will use modded maps anyways.
Several things I had wished for, actually since train fever, are not implemented.
The way the in game economy works is still not changed. It's still this weird supply based thing were you can do anything you want and the price is based on distance no matter how silly your idea is.
Also, they didnt change anything with track laying it seems. The bumps when crossing with roads still are there. Catenery is still weird on switches (no poles). Station lengths vs train length is super arbitrary. Still there is no superelevation of curved tracks.
From a train enthusiasts perspective the game is pretty disappointing
So excited for this to come out
Can I use a bus/truck station with two exits at the city limits to let my vehicles trough but block cars.
In the previous games cars could jam the roads easily. Using station as gates would be helpful.
Nope, ruled out
Had hoped for larger maps, 24x24 or larger.
Much, much larger
Pretty sure its possible, TF1 had a few HUGE custom maps, enabled with "Experimental Map Size = 1" My favorite was the Large USA Map, where building realistically through the Rockies was quite the challenge.
Can you buy land area around the stations, because I can see it being frustrating trying to expand stations, airports, etc. when the city keeps putting buildings right up against it.
Not really buy no. You bulldoze buildings that get in your way, but that's expensive.
@@Stealth17Gaming Yeah it gets crazy expensive once they start building more than two story buildings. I might have to lay down some useless track or something, although that seems awfully cheesy.
@@Trifler500the KI can't build railroad crossings and expand when you lay tracks just next to streets
@@IdeI2StOnEd The point of laying useless track is to save the land and demolish it when you're ready to expand the station, not to leave it there permanently.
That would be nice. You could do it in transport tycoon. just sayin. OpenTTD for lyfe
Hi, can you demolish unwanted industries ?
you can do this in tpf1 so i would think so
All I want is the better optimization under a huge population.
Still same problems as tf1
I'm afraid you are going to be sorely disappointed. I would say its about the same as the first game. Which is to say not great.
I bought transport fever 1 a while back for very very cheap, but I never played it. (You know the back log woes). Now I transport fever 2 is on sale. Should I grab it and start with TF2?
TF2 does have some nice features that improve it. I personally really like the custom airfields. I also expect mod support for TF2 to last longer than for TF1.
Hoi ! Hoe zit het nou met die bus/cargo terminals dan. Want word dat dan niet veel te druk op die terminals? Mijn idee is dat nu pax en cargo veel te druk word op 1 terminal en alles helemaal vast staat als de demand steeds meer word. Thanks voor je content man! Kijk graag je filmpjes en leer er behoorlijk van!
Het valt tot nu toe mee. Lijkt alsof de balance goed is. Heb nog niet alles door en door gest. Zo heb ik nog niet 5 treinen en 10 trucks bij elkaar gehad op 1 gecombineerde hub. Dat wordt misschien wat veel.
You could drop off cargo at passenger station just not pick up in one
Still have a doubt that how much is the maximum production about a factory or a farm? I hope have no limits only limited by transportation , in tf1 the maximum issue are annoying.
I believe the farms and other source factories have been reworked to prevent factories just shutting out on capable lines. I think it also works in favor of connecting multiple of the same sources to a factory.
So the industries produce far less than they did in TF1. The maximum a harvesting industry like a farm or mine can produce is 400. That means that you really wont have a need for multiple trains. Its probably my biggest gripe with the game because in TF1 they could produce 1600 if I remember correctly and that would require you to run multiple trains on a line just to keep up. That's gone unfortunately. I played from 1860 to 2070 in about 16 hours and never ran more than 2 trains on a line and the industry was maxed. It is quite a step backward in my opinion at least in this area.
@@justintime5021 yeah i know what you mean there
I was really hoping theyd make the runway textures look more realistic, i.e. adding piano keys and better taxiway markings, but i suppose itll do
That is a very specific complaint. I love it.
It's too bad we can't add runways to airports. Still, can't wait to play tomorrow.
You can! In the Misc section of the Configure menu you can add runways. I got this wrong in the video
How do you auto replace on this game? I can't seem to find how.
in the game it automatically replaces the loco/truck/bus without returning to the depot. It can happen en-route to its destination or vice versa. In TPF1 it required you to arrive at a station or force it by making it go back to the depot. No longer the case
How you set it up is in the lines manager
Was that a rhino in the cargo hub?!
The maps are still far too small
I'm sure you can still do experimental map sizes in TF2 after the modders have come
TF1 had a hidden super large map option. All you had to do was edit the config file or get the mod which enabled it in the UI. I wouldn't be surprised if a similar option still exists.
If you want HUGE maps then play OpenTTD and make it stupidly huge.. there you have it, you won't be able to connect all cities even if you keep playing that very same map for at least 1 month long
@@franciscoignaciopetrone5679 but open ttd looks horrible
@bluelightning1224 you need not to wait modders.... you can change it in settings.lua (i think it was it) and make maps up to 24 x 24 km or 10 x 52.5 km.... so easy, so smooth and very quick. look here ua-cam.com/video/QzEsygQoFgs/v-deo.html
As long as the industries are randomly generated, the game is still broken. Raw material refiners should be in close proximity to the raw resource. Putting them all over the map randomly makes no sense whatsoever.
Does the town needs change in some amount of time ? This will make the game more realistic
Is there any day/night cycle in the game?
No there isn't unfortunately
@@Stealth17Gaming k thanks for letting me know. I probably won't be getting this game then... I don't see a huge difference between this and TF 1
Big maps are very fun, but my pc thinks differently
Wuhan what are the odds 😂
To be honest, I am not so enthusiastic about second TF. Basically for $30 you get prettier game, where you can adjust terminals (cannot add runways). From what Ive seen, the lines manager is quite messy and preview of map is not a huge deal for me. Yes, it is slightly better game, but is that ''slightly'' worth $30? up to everybodys taste I thing but definitely not must have deal.
very nice, thanks for this
Transport Fever 2 is basically Transport Fever 1.1
Just pre ordered the game..
Neat additions but they aren't worth it to buy almost the same game again. Are there any MAJOR changes?
Complete graphical overhaul, from what i have seen better utilisation of the cpu and such, complete new vehicle pack, campaign looks decent from what i have seen so far and more systems to take into account (noise and normal pollution, no longer just dump your cargo in the nearest city etc etc.) cannot say you find it worth it but if pre-orderd and if you are owner of the first game on steam you can get a 25% discount (preoder bonus + an extra bit for owning the first game). Hope i helped you in any way shape or form! Would suggest to watch some people play it to see if the improvements are worth it for you.
I thought the same thing. Although I pre-ordered, I cancelled and refunded.
What exactly do you mean with major changes?
Not really, I bought it and it feels pretty much the same. There are some improvements but there are also some things I think the first one did better. Wait for a sale.
can you create real world maps?
Probably yes. For TF1 there were real life maps on the workshop
i gave it a go, but it doesnt work so well on 4k, lagged like hell
My main question is if the game runs better than the first one. I have a pretty good machine and that thing ran like ass at the late game no matter what options I tweaked. Don't get me wrong I still played it for like 140 hours...
Yeah it runs alright. I have the occasional crash but overal it seems fine.
How much is it
Its $35 at the moment but 10% off unroll it comes out and another 15% if you have. TPF1
Ooo
Wuhan. Alright, you are suspicius already,
This game reminds me of Simcity 5
Suppersine 1994 why?
Lots of modules to add to a station.
Suppersine 1994 oh i thought you meant that this game looks shitty
Wasn't Sim city 5 a failure?
@@Montabaurhood I didn't even mean that. I mean this game is a combination of SC5+TpF1.
I don't see why people want 250 industries and a shitload of cities 10 cm apart? My problem is there being to many industries on the lowest setting. I want to make long hauls, not 500 short ones. And, the simplified goods model is not a flavor I like. Cities not accepting as many types of goods, farms producing one type of product and so on. Why do this? It's not that the game was to complex? Why must devs always dumb things down?
Also, having a map generator is fine and all, but there is not much in the way of height levels. Sure, there are mountains, but just like with many of the workshop maps of TF1 made of height maps, the mountains does not scale well with the vehicles, cities and industries. I want more rolling hills covering the entire map and cities and industries at different altitudes, I want to lay lines up the mountain sides to connect to cities and mines etc. in the mountains.
There are maps in TF1 that did this well, and I bet there will be for TF2 as well, and sure, you can make your own map, even if the editor is uberslow to work with. But, having more challenging maps with big differences in altitudes, longer hauls and all that does not fit with the games intended cost income model. You build a long, difficult and expensive route, and actually making money out of it can be hard.
Ok, sorry but I stopped watching as soon as you said "if I change that [map size] it's going to change dramatically." Look at that, from 12x12km to 16x16km. Dude, that's not dramatic. Going from medium to very large.....you'd expect a 4x increase, not 0.33. 16km x 16km.....Christ on a bike, there's FPS games with bigger maps than that. 16x16 is pathetic.
Appearance of this video proves that TF2 cant hold 2 in its name ... its just mod formoney for TF1
For example - change name of game to Witcher2 and Witcher3. Do someone figure out to create it ? :))
ehh, but where's Free Mode on custom maps?
Yeah but Auto replace?
looks like im upgrading from rrt3..lol, wish you could buy industry though,,,,
Wuhan-.. that aged well :D
Great... But is that it? A whole new game and only a handful of new features and assets.. And no AI -_-.
bravo!! excellent!
They dropped Mac support! wtf?
Many Macs aren't compatible anyway because they don't have a GPU.
And those that are, are often used for work and not for games.
you should not play games with Mac
Don't buy a Mac if you want to play games.
It is more like Apple dropped opengl support, the graphic pipeline the game uses.
You've had that coming
#1 added grass
they could improve graphic
they did. you can't just judge that by looking at the videos as UA-cam compresses the hell out of this stuff.
wait till the game comes out and play it and you'll see
I can attest that the graphics are actually vastly improved. Gameplay wise I still prefer OpenTTD but the 90s graphics get to me after a while.
can't wait
You sound like Kermit the frog
This game has serious performance issues, it will not run on a gaming laptop and requires a workstation to run it at 60 fps
Nah fam mine runs very well on a suuuper old non gaming computer
@@kaimehta1022 whst specs does that pc have?
@@gandalfwiz20007 it's actually an office computer from 2012
You're a bèta-tester?
No. I got a key from the devs to show the game.
You mean the early access-key?(according some chats down here, you're dutch, is that so?)
@@Will-cr9sl Yes to both
Wel handig.Ik kan dus niets anders dan tot woensdag te wachten met spelen.Verklaart ook de modificaties die aan 't opduiken zijn. Al glitches of bugs tegengekomen?
@@Will-cr9sl Ja kwestie van wachten. Ik heb wel wat glitches gezien hier en daar. Soms spawned er een industry midden in een stad. Dan snapt de game helemaal niet meer wat wat is. Verder zie ik hovercrafts door pieren heen clippen. Zie je morgen misschien in episode 5.
Is there anything transport fever 2 does worse?
It eats more RAM than Google Chrome for one. And it seems like vehicles clip through buildings more. For some reason the option of replacing a vehicle automatically after x amount of years is missing.
@@Stealth17Gaming thanks for the reply I loved your video I and still excited for it
Industries produce less. So you have little opportunity to build complex lines to handle many trains. You end up having to run multiple lines to multiple industries instead. I kind of miss having the industries supply so much that I have to optimize the rails. I played from 1850 to 2070 and had amassed several billion dollars and I had not had to run more than 2 trains on a line ever. So I miss that.
@@justintime5021 I find would double switches I run more trains on less tracks than before now
@@norwaypete what do you mean by double switches?
and i bought tf1 just month ago... fuck me i guess
For me industry s way worse in TF2 compared to TF1.
It is a disaster. The blinding gray screen gives me a headache. Train interface is fraked. Can't move around train cars or even add them without selling all and restarting. Every town now only has 2 goods to accept. (WTF? So bread and oil are now accepted at only select cities). I cant find how to auto-replace old vehicles. There are fewer resources to work with and the new icons are confusing,ugly and badly designed with no detail whatsoever, and so on. I loved the game before.. but now I just play it to get my money's worth. For every improved feature, they trashed 12 old features. I would not recommend it to anyone since it is just plain non-intuitive and frustrating. Every thing is just bad.