Train Fever -- modern-day Transport Tycoon game

Build 4334 (September 18)

Added a button to delete savegames
Added mouse wheel sensitivity setting
Added camera key bindings: tilt with <r> and <f>, zoom with <y/z> and <x>
Added emulation for middle and right mouse button: <ctrl> + left => middle, <alt> + left => right
Improved compatibility with Mac OS X 10.7
Improved screen resolution switching
Fixed a crash while building level crossings
Fixed a texture loading crash
Fixed a crash caused by excess files sitting in folders (".DS_Store" etc.)
Fixed visibility problem of resolution list in main menu (wasn't visible on small screens)
Fixed sound of modern open wagons

Not a lot of progress but as it says on Steam, "Please note that development has recently not been running at full steam as part of the team is at Tokyo Game Show. However, you can be assured that the updates will keep coming."
 
Has anybody worked out what the BALANCE column in the vehicles and routes window represents? I'm assuming it's nett profit over time but it doesn't reset each year so I don't know what period it is measuring.
 
Manged to get some profitable passenger trains at last.. got to year 2k with 150mill or so which is probably rubbish!

The TGV i have that goes from one side of the map to the other doesnt make money though... is it not fast enough? Its a small map.. frequency is 4 mins..
 
Manged to get some profitable passenger trains at last.. got to year 2k with 150mill or so which is probably rubbish!

My current save is 100's of years in and I only have 150mill :) I have a lot of unprofitable stuff I'm trying to figure out rather than just remove. Also some of the cities are quite large and have mega traffic jams and that means all my vehicles get stuck and no one can get to the train stations so I suddenly start losing millions. :(


Found this discussion useful;
http://www.reddit.com/r/trainfever/comments/2gvcei/attempted_for_hours_to_get_this_bus_line_to_turn/
 
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I have put a good few hours into this game and it good but hard.

A few tips:-

Keep waiting times below 20min.
You will have to resuface the towns as soon as you can and provide bus lanes.
Do not buy expensive trains, by the least exspensive to run.
Keep an eye on traffic, if they can get to work faster than your train and bus can take them, they drive!
 
I have put a good few hours into this game and it good but hard.

A few tips:-

Keep waiting times below 20min.
You will have to resuface the towns as soon as you can and provide bus lanes.
Do not buy expensive trains, by the least exspensive to run.
Keep an eye on traffic, if they can get to work faster than your train and bus can take them, they drive!

Yeah, Bus lanes are the answer for busy cities, even if its not that busy, screw the civilians, slap down some red lanes and tell them to shove over :D In fact, if you stick with their 2 lane streets and implement bus lanes, then the cars wont go down them, this could prevent them from getting to work as fast as they previously could, and your bus, using its free lanes, could become more popular because of that, so theres 2 benefits (not waiting behind carss at the lights & making driving less appealing).

Waiting times are somewhat deceptive though, because people will only use the service if they can get from their house to their place of work in 20min total. So a 19min train is only any good to someone who lives & works over the way from a train station.

The problem with the modern stuff is that while it goes faster, it also costs considerably more to run them.
I can understand it to some degree, but it feels like running costs shouldnt increase too drastic, and yet what the game seems to do is say heres a van which can go twice as fast, but it's going to cost you twice as much to run it, and twice as much to buy... so whats the benefit exactly?? Maybe a few more people will find the service more useful, but if they dont then you're paying twice as much for mostly empty vehicles.

To me, the whole balance of the game is out, and i feel like a broken record, but its something that needs to be repeated: In a game called Train Fever, why is it almost impossible to make the train services operate at a profit?? Why are trains the bottomless hole, while road vehicles are easy to profit on whether its 1850 or 2050.
The industries simply dont produce enough units for a train to be profitable, without trucks getting an industry to produce 200 units, and even then i suspect a train wouldnt be that profitable and it'd only be doing 1 carriage runs because otherwise they'll make their own way.
Its like they should be capable of producing far more, cos at what point are you likely to build a train with a realistic number of trailers due to the needs of the line? Instead you just use a few trucks, cos trains simply arent viable. TTD never had this issue, you'd run trains with 8-10 trailers or so.
 
Build 4363 (September 26)

Improved save game file size (compression up to a factor of three)
Improved font rendering performance
Added fill level visualization for open freight waggons
Added a new display resolution (2880×1800)
Added French translation
Added Japanse translation
Added Simplified Chinese translation
Added Traditional Chinese translation
http://www.train-fever.com/forums/topic/release-notes/

From http://www.gamestar.de/spiele/train-fever/artikel/train_fever,51449,3078239.html
  • Optimize performance (with use of multiple cores and threads)
  • Reduce save game size
  • More in-depth tutorial
  • More game code expanded into config files for modding
  • Release one of Vehicle Editor/Importer or Map Editor/Importer
  • Waypoints, track selection for trains
  • Improved landscape textures
  • Cars stopping at crossings
  • Lay road over rails
  • More difficult achievements
  • More ambient sounds
  • Traffic lights
  • Longer industry chains
The first 3 are to be out at the end of this month, while modding/editors are expected mid-October.
Also they are already thinking about Train Fever 2, even if this is nowhere near finished...
http://www.reddit.com/r/trainfever/comments/2hffks/plans_for_the_future_updates/

Some notable improvements in the next few months.
 
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Build 4414 (October 5)

Added high-speed track upgrade tool
Added Dutch translation
Improved save game robustness
Improved texture loading robustness
Improved crash dump robustness
Improved vehicle store (description is below specs now)
Improved train station builder (train station “replacement” works better now)
http://www.train-fever.com/2014/10/track-upgrade-tool-robustness-improvements-and-dutch-translation/

Anyone still playing this? Or has it run its course.. The total biscuit review sums it up well i think.
I started a new game last week trying to improve each time and get more achievements. Only so far you can go with each save, but still finding things to do.
 
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Been doing achievements, up to 1131XP now.

On the subject of TTD style games, has anyone tried A-Train 9 V3.0? Given the dumb name it's rather hard to find much on it searching here. Been watching some videos and while the graphics are perhaps uninspiring but to say it makes Train Fever look light weight on the sim side is an understatement. Shame there isn't a demo on Steam.

Talking a bit left field but Mini Metro looks interesting too. It's very simplistic visually but the puzzle looks interesting. I noticed it on Steam but seems to be a free web version here to try out too.
 
Performance boost and a large list of improvements
http://www.train-fever.com/2014/10/performance-boost-and-a-large-list-of-improvements/

Build 4519 (October 17)

Optimized navigation performance (the game runs more fluently when changing the camera)
Optimized rendering performance (the game runs more fluently in general)
Optimized simulation performance (there are less and shorter freezes / lags due to simulation tasks like town growth)
Optimized line manager performance (the game runs fast now also when the line manager window is open)
Optimized track builder performance (eliminated a freeze after constructing tracks)
Optimized fog and far plane
Optimized storage size of large truck cargo station (more storage size now)
Optimized user interface date format
Optimized mouse cursor
Added signal animation (animate old signals and show red / green for modern signals)
Added load game progress bar
Added several level of detail models for vehicles
Added support for Windows XP 64 Bit
Fixed land use layer z-fighting
Fixer buildings level of detail when zoomed in (detailed facades are now shown consistently)
Fixed a crash which occurred in rare cases when cargo items did not find their destination
Fixed music player (store current song title / position in save game)
Fixed pause state (store pause state in save game)
Fixed a track builder bug (it was not possible to build parallel tracks in some cases)
Fixed vehicle loading time (loading time was sometimes calculated incorrectly)
Fixed a bug where cargo items disappeared at stations
Fixed a train station bug (paths of arriving people were not correct)
Fixed train station last platform model
http://www.train-fever.com/forums/topic/release-notes/
 
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