Transport Fever

Transport Fever

No Initial Roads
28 kommentarer
mr. faster 16. apr. 2018 kl. 4:33 
I love your mod and I always make sure to add it.
This keeps the game from generating these annoying bridges over the water and other stupid connections.
I like detailing and that helps me set the roads the way i want them without the game complaining about the broken connections.
wabbithunta 22. feb. 2018 kl. 6:52 
@El Presidente
[quote]This might be great for Coronal ( Colonel ) Failures North Atlantic map. While a bridge across the Atlantic might someday be possible, it certainly doesn't belong in the 19th or 20 th century. Lol Maybe the 21st but I am guessing the earliest to be the 22nd century. Even then probably just the pacific or the Black sea or something like that. The bearing strait, will probably be bridged or tunnled soon from the way I here talk about that kind of extreme engineering.[/quote]

Not checked this map out personally, but if that's the case, and there's enough depth to the map as well, you could then possibly add transport tunnels and transport hubs too? Something similar to what's at Dover maybe, assuming the room to do so is there.
El Presidente 21. feb. 2018 kl. 12:46 
This might be great for Coronal Failures North Atlantic map. While a bridge across the Atlantic might someday be possible, it certainly doesn't belong in the 19th or 20 th century. Lol Maybe the 21st but I am guessing the earliest to be the 22nd century. Even then probably just the pacific or the Black sea or something like that. The bearing strait, will probably be bridged or tunnled soon from the way I here talk about that kind of extreme engineering.
Dante80 3. nov. 2017 kl. 16:12 
Many thanks for the prompt answer. I figured as much, hope that the devs watch this. Cheers..C:
theflix  [ophavsmand] 3. nov. 2017 kl. 13:05 
A post related to this was made in the "support" discussion.
theflix  [ophavsmand] 3. nov. 2017 kl. 12:56 
Update: I can perfectly reproduce that behaviour on my side. However, I don't see any possibilities to influence that. The no roads feature used to cause awful terrain bugs before the first major patch. Obviously, one of the recent updates has caused this problem. Should be reported to urban games.
Dante80 3. nov. 2017 kl. 11:55 
No mods installed (tested with this one only) and having this problem over multiple year starts. Searching a little more points to this possibly being a problem with the game, not the mod itself. Have you not replicated this problem on your end?
theflix  [ophavsmand] 3. nov. 2017 kl. 11:31 
Hmm. Could somehow be connected to the starting year? Any other mods installed which could cause this? Sorry, I'm afraid no support can be provided, since this is just a mod, and not actually a change to game internals. Thanks for the info, though.
Dante80 3. nov. 2017 kl. 0:31 
I get a bug with this. When generating a new map with the mod installed, there is a section of road in the center of each city (right below where the city name tag is) that is spawned as a small country road. The buildings around that street hug to the road, thus making enlarging the street a very expensive proposition. Here is a screenshot: https://steamuserimages-a.akamaihd.net/ugc/859486389487617187/0680D298DC239A9E317B47AC754235E1D02BF1A2/

wabbithunta 20. okt. 2017 kl. 8:05 
@BMW-Power:
They (roads) get spawned by the AI when the town grows in size. You could always add roads yourself and delete any you don't want. The AI just adds roads as and when and it can look a real mess, some of the time.
BMW-POWER 19. okt. 2017 kl. 14:44 
That's not what i mean.
From time to time the roads in the city are spawning.
theflix  [ophavsmand] 19. okt. 2017 kl. 13:10 
No, roads in cities can not be turned off. Every building needs a road connection to function properly. :-)
BMW-POWER 18. okt. 2017 kl. 15:30 
Is there a option to turn off the generation roads in cities?
VinnyViking 21. juli 2017 kl. 12:17 
Really like it. What is needed here is the on cost mod and it would be great to have the game paused on startup
Denismartelhebert 16. juli 2017 kl. 16:44 
there s also the base_config where we can turn off the road creation. I guess your mod deactivate it on the same way?
Dell Conagher 14. maj 2017 kl. 6:56 
Who would want the MV Argyle (VII)?
Ferdiepip [NL] 10. maj 2017 kl. 6:32 
just what I need :)
Levis2000 2. maj 2017 kl. 1:54 
Good Job! THX :)
TheCroshy 1. apr. 2017 kl. 0:18 
is there a way to just prevent bridges to be generated? or ist that one process and the game does not make a difference?
wabbithunta 31. mar. 2017 kl. 10:22 
挂成一条金华腿 4 hours ago
i wish any mod that can replace the cityroads with bigest one So i won't upgrade the roads destroy half city

The simplest thing to do then is to plan ahead, and allow for large(st) roads available when laying out a road network for your town(s). Then when the town(s) develop it's all well and good.
Bitten Apple 31. mar. 2017 kl. 5:59 
i wish any mod that can replace the cityroads with bigest one So i won't upgrade the roads destroy half city
CUADRADITOS 31. mar. 2017 kl. 4:27 
I've been waiting so long for that! Now I can build my own roads!
Ranimaux 31. mar. 2017 kl. 2:30 
Good mod !
wabbithunta 30. mar. 2017 kl. 23:26 
Nice. At least you won't see unrealistic bridges that cross huge bodies of water between two land masses. Why they didn't have this as an option in the game setup I don't know. Personally I'd rather have the option of adding "ferries" as crossing points instead of using bridges.
theflix  [ophavsmand] 30. mar. 2017 kl. 21:48 
Yes it does. I have tried to express that in the description.
TheCroshy 30. mar. 2017 kl. 21:36 
this is great, does this also prevent the creation of huge Bridges ?
Snowstorm 30. mar. 2017 kl. 14:04 
While this isn't really a problem for rail starts, truck starts will be not-so-easy.