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The Memphis objective fulfills two purposes:
1. Make the player interested in this area of the map if they didn't start in Nashville.
2. Make the player think about keeping the Tool Factory in Chicago instead of simply razing it when they can afford to build a different factory that will be "more useful" in the long term.
Without knowing your general approach I can't advise on specifics for Memphis. It's not meant to be a challenging task.
is this still playable in 2024 ?
any tips for Memphis objective/priority?
thanks
Game version 1.14 introduced a mechanic change: passengers that will take that route as part of a longer journey are no longer counted for this sort of task.
I would highly recommend playing this in version 1.13 by selecting "Legacy" branch in your library -> game properties.
I have always believed that this mechanic change in 1.14 was unintended. It has been over a year now..... I'm cautiously optimistic that in any future update the original mechanic will be restored.
When making this I was disappointed to find out that there is no end-game page for community-made scenarios. The game has no reaction if you do well or not. I don't mind if you ignore this task.
I balanced tasks so that they should be completed in half the given time. So realistic this is a 30 year game. Thanks to the change, research will be static for the last 10.
Let me think about what to do. At least I will put notice for the player. Do you think it can be strategic that the player should finish up what research he wants before 1860?
PS. With Musuems and the right Chief Engineer it's possible to get 100+ monthly points.
Local storage:
Select a city
Click on the magnifying glass. It's on the left side.
Look for ! symbol inside a yellow triangle.
Export storage:
Select a city
Middle of screen, there will be an icon for every product made there. Beside it you will find numbers for storage. Example of full storage: 14/14.
Solution:
Buy some trains to haul that cargo to where it is needed.
The upshot being I may switch to testing the Beta from testing this mod. Though so far I'm really liking your mod.
I tested with AI. You can turn them off if you want. You can't fulfill the no competiors clause then, and I did setup the map score value as 1.00 with the intent that AI were enabled, but left the option to disable in case somebody just wants to play around with the map more casually. Being a scenario, the game wont end if a task is not completed in time..
Yes you are right in the Phases. The AI start with lots of cash, but they are shy from industries since I raised the price and they aren't smart with engines to use the Freights for freight on hills etc.. so in long run if you are careful with auctions they don't grow too big in value, but will stretch their rails. Main thing that causes them to grow huge worth is buying industries, so make sure you can win the auctions you start.
I can only enable 4 possible starting locations. For the sake of the AI and spacing I just left the defaults. I tested them all as playable.
Quick question. The scenario defaulted to 3 AI, is that intentional or do you just turn them off ? With AI the game is basically a 3 phase affair. Phase 1, get settled, carve out space and grow, phase 2, remove AI from map, phase 3 grow Chicago.
Secondly it defaults to starting in KC, is that where you expected players to start ?