The wishes and bugreports in this list are from the Locomotion forums at www.tt-forums.net, www.express-world.co.uk and www.tt-extreme.org | High ID# | ||||||||||||
This list is sorted by (my subjective view of importantness * my subjective view of ease of fix) but mostly by fix category, so that related wishes are grouped together. | 244 | ||||||||||||
Wishes by single persons have their nickname mentioned. I may or may not agree, but I wrote it down to let CS decide. | |||||||||||||
I have usually rewritten the original wish to fir the format I'm using here (Current situation first, then wanted situation). | The information in this area is only used for sorting purposes. Please ignore. This only shows in Firefox. | ||||||||||||
Updated: March 28, 2005: added and updated a few wishes | |||||||||||||
ID# | Fix type | Fix category | Problem description / current situation | Wanted situation | Sort ID | Auto-number | Third category | Second category | Main category | 1=bug, 2=wish | Priority | Implementation difficulty | Implementation importance |
1 | Bug | Vehicle Maintenance, Replacing | Train breaks down while it's stopped, making it difficult to replace multi-headed trains with low reliability. | (I haven't experienced this myself, but if this is so, it should be fixed.) | ######## | 1 | 1 | 1 | 1 | 1 | 172 % | 10 % | 80 % |
194 | Bug | Vehicle Maintenance, Purchase | Buying and selling a single train a few times after each other has been reported to crash Locomotion to the desktop. | (I couldn't get this to happen on my machine. I have v. 4.02.169 uk.) | ######## | 1 | 2 | 1 | 1 | 1 | 104 % | 20 % | 5 % |
2 | Bug | Vehicle Behavior, Signal | Trains don't always select the free track when in a junction with double signals. It has been reported to happen when there are more than 5 choices for the train. http://www.punar.net/games/loco/WrongPlatform.PNG | (I have experienced this at stations myself. I have v. 4.02.169 uk) | ######## | 1 | 1 | 2 | 1 | 1 | 115 % | 70 % | 50 % |
211 | Bug | Vehicle Behavior, Signal | Pre-signals don't always
work. http://www.punar.net/games/loco/PreSignals.PNG |
(I have experienced this at stations myself. I have v. 4.02.169 uk) | ######## | 2 | 1 | 2 | 1 | 1 | 114 % | 70 % | 45 % |
214 | Bug | Vehicle Behavior, Signal | Two different road and rail tracks interfere with one another if they have curves that overlap the same terrain square even though they don't even touch. See http://www.tt-forums.net/viewtopic.php?t=12530 | Since two trains that ignore
signals and meet on such a terrain tile don't crash, they shouldn't get a red
light in the first place. Either make them crash or give them green
light. The road vehicles behave nearly as they should because of the slacky driving algorithm so they aren't a problem. |
######## | 3 | 1 | 2 | 1 | 1 | 102 % | 70 % | 8 % |
3 | Bug | Vehicle Behavior, Routing | When clicking an order in the routing window and then clicking load/unload, the load/unload order appears above the selected order instead of below. | The load/unload order should appear below the selected destination so that the load/unload process takes place there. | ######## | 1 | 2 | 2 | 1 | 1 | 109 % | 7 % | 10 % |
4 | Bug | Vehicle Behavior, Road | Trucks stop when they are overtaken. | Don't stop when overtaken. It's very annoying and unrealistic. | ######## | 1 | 3 | 2 | 1 | 1 | 109 % | 40 % | 15 % |
241 | Bug | Vehicle Behavior, Rail | Trains have no speed limit underground, but lots of speedlimits above ground. | Trains should have the same limits below ground as on ground. | ######## | 1 | 4 | 2 | 1 | 1 | 110 % | 50 % | 20 % |
196 | Bug | Construction | Some objects (like the Narrow gauge track with rack rail enabled in steep slopes) cost less to build than you get back when you delete. | You should not earn more money when you delete things than what you paid top build it. | ######## | 1 | 0 | 0 | 2 | 1 | 109 % | 15 % | 10 % |
5 | Bug | Construction, View mode | Right
click while underground deletes surface objects Right click while hiding foreground objects delete foreground objects. |
Right click when in underground
view should select underground track, not delete or select surface
objects. Right click when in "Hide Foreground" view should select track, not delete or select transparent objects. |
######## | 1 | 0 | 1 | 2 | 1 | 160 % | 40 % | 100 % |
6 | Bug | Construction, Signal | Railway signals don't update when you build a new junction into an existing track - causing trains to crash when expanding tracks. The same problem applies to crashed trains. When they are removed signals still show red as if the train's still there. | Update rail signals when you build a junction. | ######## | 1 | 0 | 2 | 2 | 1 | 140 % | 50 % | 80 % |
8 | Bug | Construction, Track | When you raise land under a bridge to the level of the bridge, the image of the bridge turns to normal track, but the track is still marked as a bridge. | This is misleading to the player since he can't edit the track without deleting it and rebuilding. Also bridge speed limit applies even though the track looks like normal ground track. Either keep the image after raising land, or change track status to the same as the image shows. | ######## | 1 | 0 | 3 | 2 | 1 | 113 % | 35 % | 20 % |
7 | Bug | Construction, Track | The longest rail curves and the diagonals can be built on land that is raised in one corner so that some of the land is covering part of the track. | Auto alter terrain while building or don't allow building so that terrain covers the track. | ######## | 2 | 0 | 3 | 2 | 1 | 111 % | 30 % | 15 % |
210 | Bug | Construction, Track | Bridges are created where they don't need to be on the longest and the shortest rail curves and the diagonals. This happens on flat land where one corner of the land is lowered. Although the land that the track lies upon is completely flat, the game creates a bridge. | The game should treat flat land as flat even though one corner has been lowered. | ######## | 3 | 0 | 3 | 2 | 1 | 109 % | 40 % | 15 % |
222 | Bug | Construction, Track, Road | When low on funds, and trying to build a piece of track on a piece of land that has been altered so that the piece of track you're trying to build is cheaper than it would otherwise be, the red warning box that comes up explaining that you can't afford to build something is not updated with the new price of the piece of track you're trying to build although the construction box is. | When the construction box correctly says a piece of track on an evenly sloped terrain costs 250 to build, the warning should not pop up and say you can't afford it because you don't have 750 (which is what it costs on an unevenly sloped terrain). | ######## | 1 | 2 | 3 | 2 | 1 | 101 % | 50 % | 1 % |
9 | Bug | Window, Track Construction | In the German version of the game, you can't see the max speed of the bridges cause the translation is too long. | ######## | 1 | 1 | 1 | 3 | 1 | 127 % | 10 % | 30 % | |
217 | Bug | Window, Town View, Growth Tab | The scale of the Town Growth graph is usually way out of sync with the towns population. With small towns, the graph is always scaled for 5000 people so it's hard to see actual fluctuations for very small towns. With large towns, the graph is always scaled for around 50-70% of the actual town size, so much (even all sometimes) of the graph is outside the boundaries of the window. | The scale should follow the town's actual size. | ######## | 1 | 1 | 10 | 3 | 1 | 105 % | 10 % | 6 % |
10 | Bug | Transport, Passenger & Mail | Some
stations in the middle of nowhere produce passengers and mail. Most stations near industries have ratings for passengers and mail. |
This is reported by several people. (I have v. 4.02.169 uk. I have had station platforms nowhere near town buildings that produce 100 passengers and 40 bags of mail a month) | ######## | 1 | 0 | 1 | 4 | 1 | 130 % | 25 % | 40 % |
11 | Bug | Transport, Cargo | Route-through
stations don't know where cargo comes from Route through stations will only remember where the first cargo load came from. |
This is a bug that can easily
be exploited. It's a bit work to fix, since a fix means that each load of
cargo needs a new variable for every location that the cargo comes from.
In the Vehicle Consist window, instead of writing 20 tons of coal from Btown for every wagon, it would say " 120 tons of coal from Aville, 60 tons of coal from Btown, 20 tons of coal from Ccity, 200 tons total" |
######## | 1 | 0 | 2 | 4 | 1 | 112 % | 60 % | 30 % |
12 | Bug | Misc | Music in the menu screen even if you turned it off in game. | Option to turn off the music if you don't want it (It could read the setting for music in game) | ######## | 1 | 0 | 0 | 5 | 1 | 114 % | 5 % | 15 % |
198 | Bug | Misc | SecuROM protection is reported to sometimes fail, especially on newer cd-rom drives. | ######## | 2 | 0 | 0 | 5 | 1 | 104 % | 60 % | 10 % | |
199 | Bug | Misc | On certain old drives, the Locomotion installation tends to give CRC errors on multiple files while copying. | ######## | 3 | 0 | 0 | 5 | 1 | 104 % | 60 % | 10 % | |
13 | Bug | Scenario Editor, Terrain | Forests appear on high snowy mountaintops | Forests should not appear higher than "Maximum Altitude for Randomly Generated Trees". | ######## | 1 | 0 | 1 | 6 | 1 | 109 % | 15 % | 10 % |
193 | Bug | Game Setup | Save games sometimes go corrupt. The game will display an error message: 'This save game contains invalid data'. | Either fix the problem, or make
the auto save feature create a new save game every year, and alternate
between 2-3 save games. To avoid getting a save game folder with thousands of save games, make the game auto create a new save game folder for every scenario (not for every game, just for every scenario). (I, Punar, haven't experienced this on my machine, I have v. 4.02.169 uk) |
######## | 1 | 0 | 0 | 7 | 1 | 140 % | 50 % | 80 % |
15 | Bug | Environment, Sound | SoundBlaster Live card owners have problems with sound effects working only for a short while and then drops out completely. | Software buffering seems to help, and setting sounds to medium quality seems to help. Some people need to increase the number of channels in the SB Live control panel (if you have one). And decreasing hardware acceleration has helped once. | ######## | 1 | 0 | 1 | 8 | 1 | 106 % | 70 % | 20 % |
14 | Bug | Environment, Graphics | There are reports of white objects (Airports and wagons) in the game. The bug affects only some objects in the game (I saw a screenshot of a train with 3 white wagons and 4 normal colored wagons). The objects work fine other than the color. | Weird, isn't it? | ######## | 1 | 0 | 4 | 8 | 1 | 107 % | 30 % | 10 % |
224 | Bug | Environment, Graphics | When looking at an underground train via its train window, you can see some of its pixels leak through the tile edges to the surface. | This occurs on the surface square that is a diagonal shallow slope. | ######## | 2 | 0 | 4 | 8 | 1 | 101 % | 35 % | 1 % |
197 | Bug | Gameplay, AI, Vehicle Maintenance | The AI doesn't replace old trams, resulting in almost continuous breakdowns. | ######## | 1 | 0 | 1 | 9 | 1 | 124 % | 20 % | 30 % | |
218 | Bug | Gameplay, AI Construction, Tram | AI sometimes tries to build a tram station onto another AI's bus stop. Instead of a tram station in both ends of the tram track, it has a tram station in one end and another company's bus stop in the other. | Since this leads to the AI's unproffitable tram to just go round and round for a few months till the owner gives up, it would be nice if it was fixed. | ######## | 1 | 2 | 1 | 9 | 1 | 102 % | 65 % | 5 % |
205 | Bug | Gameplay, Cities | When cities starts to build tall buildings, that's all they build. There are no suburbs. | Build houses at the edges of the city. | ######## | 1 | 0 | 3 | 9 | 1 | 106 % | 40 % | 10 % |
216 | Bug | Objects, Vehicles, Rail | There is no Power car for the EW-IV train. So this train can't even be built even if you're running an Alpine scenario. | There should be a Power car or the locomotive should have an engine. | ######## | 1 | 2 | 2 | 10 | 1 | 110 % | 33 % | 15 % |
215 | Bug | Objects, Vehicles, Rail | The only Mail Car (Parcel Van) for the UK scenarios that was introduced in 1956 becomes obsolete in 2100. All other cargo types for all have wagons that can be bought indefinently. | Since there is always a wagon available for all other cargo types in all scenarios after 2100, this wagon should too. | ######## | 2 | 2 | 2 | 10 | 1 | 109 % | 10 % | 10 % |
223 | Bug | Economy, Industry | Farms will cover rock squares | No more rock wheat. | ######## | 1 | 0 | 1 | 11 | 1 | 101 % | 30 % | 2 % |
206 | Bug | Economy, Industry | Cargo arriving at a station
where there are two or more cargo accepting industries (like a factory) in
the catchment area is not distributed evenly. One factory takes all the
cargo. In one case, one factory received 14 000 tons of chemicals and steel. It produced 7905 tons of goods. The other factory in the same stations catchment area received 0 tons of chemicals and steel. But it also produced 7905 tons of cargo (which probably is another bug). |
All factories within the catchment area should get a portion of the cargo. | ######## | 2 | 0 | 1 | 11 | 1 | 100 % | 80 % | 1 % |
200 | Bug | Economy, Transport Payment | When vehicles are lifted of the track, their monthly profit doesn't decline. This can be used to cheat in scenarios where the goal is to make a certain profit per month by lifting a profitable train, selling the engine and most of the wagons, and using the money received to purchase a new train. (Tested with v. 4.02.169 uk.) | Update the profit of unpositioned vehicles in the same way as stopped vehicles. | ######## | 1 | 0 | 3 | 11 | 1 | 108 % | 20 % | 10 % |
24 | Wish (Punar) | Vehicle Maintenance, Replacing | Replacing
vehicles takes too long. 1. View vehicle, 2. Stop vehicle and wait, 3. Click maintenance, 4. Drag vehicle (all engines and wagons be dragged), 5. Purchase new, 6. Sometimes place vehicle back on track, 7. Click View train, 8. Click Go, 9. Close window. |
Remove step 1, 2 and 3 by
setting in options a minimum reliability for vehicles (like 10% or so). When
a vehicle reaches that level it continues to the next station, stops,
unloads, and it's maintenance window pops. along with a message about it's
reliability. The game should only auto start the "stop at next station and pop up maintenance window" procedure for one vehicle at a time. |
######## | 1 | 0 | 1 | 1 | 2 | 76 % | 16 % | 90 % |
20 | General wish | Vehicle Maintenance, Replacing | Replacing
vehicles takes too long. 1. View vehicle, 2. Stop vehicle and wait, 3. Click maintenance, 4. Drag vehicle (all engines and wagons be dragged), 5. Purchase new, 6. Sometimes place vehicle back on track, 7. Click View train, 8. Click Go, 9. Close window. |
Reduce step 1 to 8 to a Auto
Replace Vehicles option that can be set individually for the different
vehicle types. Players also have option to optimize vehicle length depending
on station size. In order for the latter to happen, the above mentioned fix to maintain vehicles only in stations and maintenance areas must first be implemented. Trains may get more or fewer wagons depending on station length if the option to optimize vehicle length is set. Trucks may add a wagon since that is always optimized (I believe). Don't let track section become occupied by another vehicle while replacing. Game must check Load and Unload orders to know which wagons that can be purchased. Players get more time to have fun with the game. They may sometimes get undesired results such as trains running around with only one wagon or suddenly run out of money, but they'll learn. |
######## | 2 | 0 | 1 | 1 | 2 | 36 % | 60 % | 90 % |
25 | Wish (Punar) | Vehicle Maintenance, Replacing | Replacing
vehicles takes too long. 1. View vehicle, 2. Stop vehicle and wait, 3. Click maintenance, 4. Drag vehicle (all engines and wagons be dragged), 5. Purchase new, 6. Sometimes place vehicle back on track, 7. Click View train, 8. Click Go, 9. Close window. |
Reduce step 4 & 5 to a one
click Replace Vehicle Button. Simple version: When you click this button, what happens is as if the engine and all the wagons are dragged to the dustbin (as opposed to clicking the dustbin to delete the entire vehicle) and then the purchase window pops up. Advanced Replace Vehicle button: Holding the Replace Vehicle button gives three options - 1: Replace Entire Vehicle (to replace engine and wagons) , 2: Replace Engine Only and 3: Replace Cars Only Don't let track section become occupied by another vehicle while replacing. This will also ease replacing crashed vehicles. |
######## | 3 | 0 | 1 | 1 | 2 | 72 % | 20 % | 90 % |
19 | General wish | Vehicle Maintenance, Replacing | Replacing
vehicles takes too long. 1. View vehicle, 2. Stop vehicle and wait, 3. Click maintenance, 4. Drag vehicle (all engines and wagons be dragged), 5. Purchase new, 6. Sometimes place vehicle back on track, 7. Click View train, 8. Click Go, 9. Close window. |
Reduce step 4 & 5 to an
Auto Replace Vehicle Button. Route information should be preserved. Holding it down also reveals the following choices: Auto Replace Engine With Same Model Auto Replace Entire Vehicle Same models Auto Upgrade Engine To Newest Similar Model Auto Upgrade Entire Vehicle To Newest Similar Models Auto Upgrade Cars To Newest Similar Models (game checks route load/unload information to see what kind of cargo new cars must hold) Game must check Load and Unload orders to know which wagons that can be purchased and must reduce number of wagons if new wagons are longer than the old. |
######## | 4 | 0 | 1 | 1 | 2 | 45 % | 50 % | 90 % |
209 | Wish (Punar) | Vehicle Maintenance, Replacing | Replacing
vehicles takes too long. 1. View vehicle, 2. Stop vehicle and wait, 3. Click maintenance, 4. Drag vehicle (all engines and wagons be dragged), 5. Purchase new, 6. Sometimes place vehicle back on track, 7. Click View train, 8. Click Go, 9. Close window. |
Reduce step 4 & 5 to a
Manual Replace Vehicle Button. Route information should be preserved. Holding it down also reveals the following choices: Replace Engines, Replace Entire Vehicle, Replace Wagons If selecting Replace Engines for instance, the first engine of the vehicle starts to flash and the purchase window pops up. Click on a new engine in the purchase window to replace the flashing engine with the new one. Then the next engine starts to flash. If Wish 96 (show length of train) is not implemented, then a warning somewhere in the vehicle window should tell if the new vehicle parts make the total vehicle length longer than before. The game could check what vehicle part is being replaced and when the purchase window pops up just show the engines or wagons that are of the same type as the ones being replaced. |
######## | 4 | 0 | 1 | 1 | 2 | 45 % | 50 % | 90 % |
18 | General wish | Vehicle Maintenance, Replacing | Replacing
vehicles takes too long. 1. View vehicle, 2. Stop vehicle and wait, 3. Click maintenance, 4. Drag vehicle (all engines and wagons be dragged), 5. Purchase new, 6. Sometimes place vehicle back on track, 7. Click View train, 8. Click Go, 9. Close window. |
Remove step 6 (almost) by
allowing maintenance of vehicles only on station and maintenance areas,
keeping the track section marked as occupied while the vehicle is being
replaced, and warning if user builds vehicle too long for the platform. Player must still sometimes manually place vehicles (trains) if they are too long for the platform No more trains sticking one pixel out of the platform clogging up signals and confusing beginners. Much less repositioning of vehicles which is one of the most annoying things about replacing vehicles. |
######## | 6 | 0 | 1 | 1 | 2 | 54 % | 40 % | 90 % |
23 | Wish (Punar) | Vehicle Maintenance, Replacing | Replacing
vehicles takes too long. 1. View vehicle, 2. Stop vehicle and wait, 3. Click maintenance, 4. Drag vehicle (all engines and wagons be dragged), 5. Purchase new, 6. Sometimes place vehicle back on track, 7. Click View train, 8. Click Go, 9. Close window. |
Remove step 7 by allowing start
of train from anywhere within the train information window. In TTDX, you could click the bottom line to start the train. I'm missing that. |
######## | 7 | 0 | 1 | 1 | 2 | 77 % | 15 % | 90 % |
22 | Wish (Punar) | Vehicle Maintenance, Replacing | Replacing
vehicles takes too long. 1. View vehicle, 2. Stop vehicle and wait, 3. Click maintenance, 4. Drag vehicle (all engines and wagons be dragged), 5. Purchase new, 6. Sometimes place vehicle back on track, 7. Click View train, 8. Click Go, 9. Close window. |
Remove step 7 and 8 by auto
starting train when user closes the window. This may cause train crashes now and then, but players will learn eventually. No more forgotten trains standing still. |
######## | 8 | 0 | 1 | 1 | 2 | 79 % | 12 % | 90 % |
17 | General wish | Vehicle Maintenance, Replacing | Crashed trains can only be deleted. | A Replace button so you can
easily buy a new train. It should preserve routing information, and name with the ending incremented by 1. Also preserve unaffected wagons if any. |
######## | 9 | 1 | 1 | 1 | 2 | 72 % | 20 % | 90 % |
21 | Wish (Dan_Dan) | Vehicle Maintenance, Replacing | When replacing a train locomotive or add a wagon, the whole load disappears. | Don't remove the load, or at least change schedule to go to the next station that has loading orders. | ######## | 10 | 1 | 1 | 1 | 2 | 72 % | 20 % | 90 % |
16 | General wish | Vehicle Maintenance, Replacing | Replacing vehicles is no fun. | Option to not have breakdowns in game, or option to not have degrading reliability. Or at least Maintenance cost that the player can adjust. Higher maintenance cost slows the aging of vehicles, while lower maintenance cost speeds aging. | ######## | 11 | 1 | 1 | 1 | 2 | 77 % | 15 % | 90 % |
38 | General wish | Vehicle Maintenance, Purchase | When creating vehicles for the same piece of track, you have to purchase engine, cars and set route for every vehicle. | "Copy/Clone this
vehicle" - button in the vehicle view box. When clicked, it creates a
new vehicle with the same cars and route. At least these properties are copied: engine and cars, route, vehicle name (if it has been changed - trailing numbers to separate from the original), express/local setting, load/unload settings |
######## | 1 | 2 | 1 | 1 | 2 | 35 % | 30 % | 50 % |
35 | Wish (magnato) | Vehicle Maintenance, Purchase | You have to add/sell trains manually depending on production rise/collapse of factories. | Some way to automatically manage the number of trains picking up cargo from an industry, like a Station Manager which sells or buys new trains when needed. | ######## | 2 | 2 | 1 | 1 | 2 | 0 % | 95 % | 5 % |
34 | Wish (Punar) | Vehicle Maintenance, Positioning | You can position vehicles anywhere on tracks | Vehicles
should only be positioned on stations. Trains could be hard to place trains on busy tracks. This can be avoided by building a "maintenance station" (described in other places too) as a siding where you can place trains. When updating vehicles (replacing old), you no longer have to place the vehicle back on track as long as the new vehicle is shorter than the station platform. Otherwise manual placement may be necessary. |
######## | 1 | 3 | 1 | 1 | 2 | 11 % | 30 % | 15 % |
37 | Wish (DJ-Mike) | Vehicle Maintenance, Positioning | When placing trams (and a few other vehicles) it's hard to see which way it's going to go. | Direction arrow or something so that you don't have to start it, stop it, turn it and start it again. | ######## | 2 | 3 | 1 | 1 | 2 | 1 % | 50 % | 2 % |
36 | General wish | Vehicle Maintenance, Misc | There
are no depots. People are missing TTDX depots. Or a vehicle maintenance area
(which for trains is like a station but with maintenance functionality
instead of cargo functionality). Or it could be possible to place a
maintenance unit onto a station. As a vehicle drives along the track, reliability should sink due to time since last service. When it reaches a certain % (can be set in options) it will need maintenance the next time it arrives at a maintenance area or a station. If reliability is still at a decent level, the vehicle will not stop and spend time on this. For trains, maintenance should be done at station or maintenance areas (which are built as a type of station). Road vehicles can be serviced at depots like in TTDX or in cargo/passenger terminals. |
Trains' reliability improves after each visit to a station and degrades the longer it has taken since last station visit. Player can build "maintenance area" as a station type along the route to improve reliability on long routes and trains will stop there if necessary. He can also build it as a siding so it can be used to place new trains on busy tracks. In that case the train needs some AI to find the area when it needs it which is better than in TTDX, i.e. it will continue towards the next station and only stop at maintenance areas along it's way. New vehicles are also placed at stations or maintenance areas. New vehicles are also placed in maintenance areas or at stations instead of anywhere on track |
######## | 1 | 4 | 1 | 1 | 2 | 18 % | 30 % | 25 % |
207 | Wish (Punar) | Vehicle Maintenance, Misc | Reliability decreases only because a vehicle gets older. In real life, well maintained old vehicles can have higher reliability than new ones because maintenance workers have more experience with it, and poor design faults have been fixed. | Reliability should be a combined function of how many vehicles of each specific type are in use, how long it's been since it was introduced and the vehicles age. | ######## | 2 | 4 | 1 | 1 | 2 | 9 % | 40 % | 15 % |
32 | Wish (Punar) | Vehicle Behavior, Routing | Special routing not possible. If you want to tell a vehicle to drive to 5 stations, you will have to give it orders to go to station "1, 2, 3, 4, 5, 4, 3, 2". | Advanced order like "Turn
Back" so that the order "1, 2, 3, 4, 5, Turn Back" would give
the same effect. Also changing whether a train is Local or Express after Load/Unload would be nice. Especially if it is correct that Express has priority over Local. |
######## | 1 | 0 | 2 | 1 | 2 | 9 % | 15 % | 10 % |
31 | Wish (scrivener) | Vehicle Behavior, Routing | Local is always default route type. | Option to select default route
type (local/express). Even better for individual vehicle types (road or rail or air etc) |
######## | 2 | 0 | 2 | 1 | 2 | 3 % | 15 % | 4 % |
33 | Wish (Zimmlock) | Vehicle Behavior, Routing | Trains get lost on large networks. So you set waypoints. But waypoints may get lost in open field if you rebuild track. | Signal boxes like in TTDX so
that you don't have to reset the waypoint for every train on the track. This is not necessary if the smart gates are implemented. |
######## | 3 | 0 | 2 | 1 | 2 | 3 % | 70 % | 10 % |
26 | Wish (Dan_Dan) | Vehicle Behavior, Routing | Vehicles can only go from station to station | Instead of laying a route, set a coverage area like employees in RCT (especially important if rickshaws, taxis etc are implemented) | ######## | 4 | 0 | 2 | 1 | 2 | 2 % | 80 % | 10 % |
230 | Wish (Namps) | Vehicle Behavior, Routing | You have no control of when vehicles leave stations. | Possibility to create timetables. | ######## | 5 | 0 | 2 | 1 | 2 | 1 % | 60 % | 2 % |
48 | Wish (Ildefonse) | Vehicle Behavior, Routing | Trams (and passenger trains) tend to pile up, making tram 1 take all the profit. | Adjust speed or waiting time at stations so that the distance between the vehicles is more optimal. Or let trams wait for half load/quarter load. | ######## | 6 | 0 | 2 | 1 | 2 | 2 % | 80 % | 10 % |
30 | General wish | Vehicle Behavior, Routing, Water | Boat routing is poor. They can only go straight, and often get stuck. | Humans can use waypoints, but AI's boats get stuck in rivers and such. Letting boats go diagonally will help in some situations, and will look much better. It will also increase the use of boats. | ######## | 1 | 1 | 2 | 1 | 2 | 15 % | 40 % | 25 % |
27 | General wish | Vehicle Behavior, Routing, Water | Poor
ship route finding. Most complaints about this are because people don't know how to set waypoints. |
Ships could still be a bit
better to find routes on their own. There's an old labyrinth algorithm that
says if you don't know the route, follow your right/left side infinitely and
you'll finally get there. That algorithm doesn't work for all kinds of labyrinths (or in this case maps). For this purpose a combination of the old algorithm (which probably can be improved too) and this algorithm could be an improvement. If boat hasn't reached destination within a time period depending on the estimated straight-line distance between it's destinations, then a message pops up saying "it's lost, set waypoints". |
######## | 2 | 1 | 2 | 1 | 2 | 1 % | 90 % | 10 % |
28 | Wish (Punar) | Vehicle Behavior, Routing, Rail | Poor train route finding. Most complaints about this are because people don't know how to set waypoints. But sometimes trains select the wrong track at a junction. This happens when the train is more than 50 squares away from the destination station and therefore can't "see" the destination station |
When a train arrives at such a
junction, pop up the train window and a message saying "Train unable to
select path. Please set waypoint". Or increase the look ahead distance.
Or add option to set this distance manually for each train. One can build more complex tracks since the game now tells if you need to place waypoints. And add a message saying if a train is lost. |
######## | 1 | 2 | 2 | 1 | 2 | 8 % | 20 % | 10 % |
29 | Wish (magnato) | Vehicle Behavior, Routing, Rail | On long rail tracks with multiple destinations, trains have a poor ability to find the right route. | Smart gates that tell the
trains which stations are on the specific loop. This is not necessary if the TTDX signal boxes are implemented. |
######## | 2 | 2 | 2 | 1 | 2 | 2 % | 80 % | 10 % |
195 | General wish | Vehicle Behavior, Road | When using buses and trams on the same roads, they tend to get stuck in irresolvable traffic jams. | ######## | 1 | 3 | 2 | 1 | 2 | 5 % | 70 % | 15 % | |
52 | General wish | Vehicle Behavior, Rail | Trains turn around too fast | Longer waiting times before
turning around, perhaps optional or depend on train speed (longer for slower
trains) or Option to turn off turning, and instead make the game notify the player if a train has been waiting for a long time. |
######## | 1 | 4 | 2 | 1 | 2 | 23 % | 10 % | 25 % |
47 | General wish | Vehicle Behavior, Rail | Trains look ahead 50 blocks. | Option to set default look
ahead, and option to set that distance per train. Or that distance could depend on whether the train is Local or Express. |
######## | 2 | 4 | 2 | 1 | 2 | 6 % | 60 % | 15 % |
43 | Wish (Akalamanaia) | Vehicle Behavior, Rail | Express is believed to have signal priority over Local. | A new type called Freight or
something. Express has highest priority, then Freight, and lowest priority
Local. If the belief that Express has priority is incorrect, then it would be cool if it was implemented. |
######## | 3 | 4 | 2 | 1 | 2 | 3 % | 25 % | 4 % |
40 | Wish (Punar) | Vehicle Behavior, Rail | Trains suddenly turn 180 degrees around. | Trains shouldn't be able to
turn 180 degrees. If they have to reverse (locomotive pushing wagons
backwards), speed would be a fraction of full speed. If trains can't turn 180 degrees, people will have to build stations where trains have to enter on one side and exit on the other unless it's a two way passenger train, or he'll accept that the train exits backwards at lower speed. It would be cool if this meant you could send locomotives around a station to re-couple with the cars on the other end, but this would only have any purpose for two-way locomotives, and very hard to implement since that would mean two different vehicles (the locomotive and the wagons) would share the same track. |
######## | 4 | 4 | 2 | 1 | 2 | 2 % | 50 % | 3 % |
42 | Wish (Robert Raymond) | Vehicle Behavior, Loading | Trains are good at everything. | Longer loading time for trains so that short distance transport is biased more towards trucks and buses/trams. | ######## | 1 | 5 | 2 | 1 | 2 | 13 % | 15 % | 15 % |
51 | General wish | Vehicle Behavior, Loading | When several vehicles are waiting for load at a multi-track station, they are loaded simultaneously little by little. | Load one vehicle at a time. | ######## | 2 | 5 | 2 | 1 | 2 | 8 % | 20 % | 10 % |
46 | General wish | Vehicle Behavior, Loading | Trains either leave at once or leave at full load. No middle thing. | Option to wait for half load,
quarter load. Option to wait until the next vehicle arrives at station or full. |
######## | 3 | 5 | 2 | 1 | 2 | 8 % | 50 % | 15 % |
49 | General wish | Vehicle Behavior, Air | Airplanes wiggle. | Stop that wiggling. | ######## | 1 | 6 | 2 | 1 | 2 | 8 % | 20 % | 10 % |
44 | Wish | Vehicle Behavior, Air | Airplanes on ground take off before airplanes land. | Airplanes on ground should wait for airplanes in the air as long as there's room for more planes on ground. | ######## | 2 | 6 | 2 | 1 | 2 | 2 % | 40 % | 3 % |
41 | Wish (Skotten) | Vehicle Behavior, Air | Airplanes sometimes have to take an extra round around airports because a plane takes off exactly when one is about to land. | Adapt speed to optimize landing when the other one takes off. | ######## | 3 | 6 | 2 | 1 | 2 | 0 % | 95 % | 4 % |
45 | Wish (Teeif) | Vehicle Behavior, Crossing | When road vehicles break down on a train crossing, trains go straight through. | Bring back the ability to crash in trucks. | ######## | 1 | 7 | 2 | 1 | 2 | 6 % | 25 % | 8 % |
50 | Wish (Punar) | Vehicle Behavior, Crossing | AI opponent's road vehicles can be sabotaged by placing a rail wagon across the road. | If a road vehicle has to wait
for a train for a long time, it starts to honk. If it has to wait longer, the city removes the train blocking the crossover (by picking it up for you so you must replace it) and you have to pay a fine |
######## | 2 | 7 | 2 | 1 | 2 | 3 % | 40 % | 5 % |
53 | Wish (Akalamanaia) | Vehicle Behavior, Speed | Ground vehicles have a max speed limit of 256 mph. Even for custom objects. | Increase this limit. (And btw, use metric system, mph is so old-fashioned) | ######## | 1 | 8 | 2 | 1 | 2 | 0 % | 90 % | 4 % |
232 | General wish | Vehicle Behavior, Road | Road vehicles flip around when they want to turn | Would be better if they took U-turns like in TTdx | ######## | 1 | 0 | 3 | 1 | 2 | 2 % | 60 % | 4 % |
233 | General wish | Vehicle Behavior, Road, Buses | Because of the road vehicle's weird overtaking behaviour buses sometimes stop on the wrong side of the road to pick up passengers. | Fix the overtaking behaviour so vehicles don't overtake all the time if the speed difference isn't that high (and make them not stop to let others overtake them). | ######## | 1 | 1 | 3 | 1 | 2 | 2 % | 80 % | 10 % |
39 | Wish (cmw) | Construction, View mode | When you construct behind buildings, it's hard to see what you're doing. | Buildings right in front of your selected section of track and the next piece should automatically be hidden. | ######## | 1 | 0 | 1 | 2 | 2 | 3 % | 60 % | 8 % |
54 | Wish (Ildefonse) | Construction, Signal | One-way signals are hard to manipulate. It's hard to find the signal for deleting and even more annoying if you want to change direction of a one way signal. | TTDX style signal construction
would help. So one click for two-way,
then cycle through the options of one-way signaling Last signal type should be remembered, so if you have clicked a one way signal going left, the next signal placed will also be a one-way signal in the same direction. This is because players often place the same kind of signals after another. |
######## | 1 | 0 | 2 | 2 | 2 | 8 % | 50 % | 15 % |
56 | Wish (Inventor) | Construction, Signal | When changing signals, it's hard to position mouse cursor at the exact location. | By clicking a keyboard key, the
target selected by the mouse changes to another. Like if you are trying to
modify a train signal which is partly hidden by trees, the selected target
could first be "tree, right click to remove", By clicking the key,
the target changes to Railroad track and the next time Signal, and the next
time back to Tree etc. This will not be as important if the "Right click does not delete hidden scenery"-wish is implemented |
######## | 2 | 0 | 2 | 2 | 2 | 6 % | 40 % | 10 % |
58 | Wish (Overlord1191) | Construction, Signal | Train signals are pre-designed | Manual control of signals where you can script how it will change depending on train cargo. This could help on busy tracks so you can get trains the way you want without having to set waypoints for every train. | ######## | 3 | 0 | 2 | 2 | 2 | 5 % | 50 % | 10 % |
57 | Wish (maartena) | Construction, Signal | You have to place insane amounts of signals when constructing. | An auto place signals every X tiles function. | ######## | 4 | 0 | 2 | 2 | 2 | 2 % | 90 % | 20 % |
55 | Wish (Ildefonse) | Construction, Signal | Train signals are pre-designed | Manual control of signals where you can script how it will change depending on other signals. | ######## | 5 | 0 | 2 | 2 | 2 | 1 % | 80 % | 5 % |
59 | General wish | Construction, Track | You have to click, click, click, click, click, click, click, click, click, click, click, click, click, click, click, click, click, click, click to lay tracks. | Some way to lay lengths of track at once instead of clicking every single piece. Either by using the mouse to stretch tracks or a button that says "repeat" or something (with keyboard shortcut) that can be held down. | ######## | 1 | 0 | 3 | 2 | 2 | 23 % | 35 % | 35 % |
60 | General wish | Construction, Track | Impossible to see catchment area before you lay track so sometimes you have to delete track and rebuild. | Show catchment area before construction track. Like a hover query tool that says what the area will produce /accept. | ######## | 2 | 0 | 3 | 2 | 2 | 20 % | 20 % | 25 % |
74 | Wish (Stylpe) | Construction, Track | It's hard to tell if the next track section will destroy a building. | Highlight buildings that may be destroyed by the next piece of track with a red square. | ######## | 3 | 0 | 3 | 2 | 2 | 12 % | 20 % | 15 % |
219 | Wish (pshemko) | Construction, Track | Laying track is tedious.You often have to repeat the same track laying sequence. | Copy
track function. Just draw a square around the track you want to copy and then
paste it somewherer else. Rotation and flipping could be possible. A similar copy terrain function would also be nice. |
######## | 4 | 0 | 3 | 2 | 2 | 11 % | 40 % | 18 % |
61 | General wish | Construction, Track | Track construction mistakes are sometimes very expensive. | Undo button for the last section of track/signal/station etc. | ######## | 5 | 0 | 3 | 2 | 2 | 8 % | 25 % | 10 % |
70 | Wish (Ildefonse) | Construction, Track | When laying track in towns, houses are automatically destructed | Sometimes you did an error and didn't want the house demolished. A warning message or game option not to autodestruct houses would be nice. Especially in hidden foreground viewing mode. | ######## | 6 | 0 | 3 | 2 | 2 | 7 % | 15 % | 8 % |
72 | Wish (Lundis) | Construction, Track | In RCT there are next track and previous track buttons. | These are wanted for locomotion as well. | ######## | 7 | 0 | 3 | 2 | 2 | 5 % | 50 % | 10 % |
63 | General wish | Construction, Track | It's hard to join tracks accurately over a distance | A "laser line" that shows where your rail track goes if you continue straight from the next selected piece. | ######## | 8 | 0 | 3 | 2 | 2 | 5 % | 70 % | 15 % |
67 | Wish (cmw) | Construction, Track | You have to select the next slope type by clicking it | It would be nice if the steepness could be selected with the mouse wheel. | ######## | 9 | 0 | 3 | 2 | 2 | 5 % | 25 % | 6 % |
65 | General wish | Construction, Track | Track can not be built in pause mode. | Ability to construct a ghost (prospective) track in pause or slow (snail) mode. Before pressing play, player decides whether to keep track or delete ghost. If kept, the ghost is filled with real track in a moderate speed. | ######## | 10 | 0 | 3 | 2 | 2 | 4 % | 80 % | 20 % |
66 | General wish | Construction, Track | In RCT you can download and lay down pre-built coasters, | It would be nice with something similar in locomotion. Downloading and laying down advanced stations and junctions saving you lots of time. Or even 20 squares of double track with signals. Make your own or download from the pro's. Even small crossovers like the standard simple 2 track crossover with one way signals in each end would be nice to be able to place easily, sine you make it so often. | ######## | 11 | 0 | 3 | 2 | 2 | 3 % | 70 % | 10 % |
68 | Wish (cmw) | Construction, Track | When building tram or road, the next piece is always the same as the previous. | ...which is great when constructing on flat land, but when you get to a hillside the next piece should automatically change to a slope. | ######## | 12 | 0 | 3 | 2 | 2 | 3 % | 50 % | 6 % |
69 | Wish (DarkMatter) | Construction, Track | Holding shift to build underground only lets you build directly underground | Ability to set how deep underground you want to start building. | ######## | 13 | 0 | 3 | 2 | 2 | 2 % | 40 % | 3 % |
227 | General wish | Construction, Track | When you want to replace a bridge with a different type, you have to delete the old one and rebuild. If it's owned by a town if often impossible to replace road bridges. | It would be better if you could have an option to upgrade a bridge (or a dirt road) by clicking them (Ctrl+ or Shift+click). | ######## | 14 | 0 | 3 | 2 | 2 | 2 % | 45 % | 3 % |
71 | Wish (Ildefonse) | Construction, Track | It's hard to delete railroad tracks in a junction since you don't know which piece of track you actually clicked. | Some way to cycle through the tracks in a junction and some way for the game to show which piece of track you will delete if you click the bulldozer. | ######## | 15 | 0 | 3 | 2 | 2 | 1 % | 80 % | 7 % |
73 | Wish (Punar) | Construction, Track | Bridges and tunnels are too cheap, especially high bridges. The highest bridges aren't even twice the cost of the lowest. | Bridge cost could rise more with bridge height | ######## | 16 | 0 | 3 | 2 | 2 | 20 % | 20 % | 25 % |
212 | General wish | Construction, Track | To build tracks above ground you have to start on ground and build a slope up to where you want the track and then delete the slope.. | Ability to select which height to start construction. | ######## | 17 | 0 | 3 | 2 | 2 | 11 % | 40 % | 18 % |
62 | General wish | Construction, Track | Track construction mistakes can be very expensive. | You make a "ghost"
track and the real track appears either after some amount of time, or after
clicking a button saying "Build this". This seems to be similar to what the AI does. This would also reduce the risk of building tram tracks into buildings causing them to be demolished. |
######## | 18 | 0 | 3 | 2 | 2 | 8 % | 70 % | 25 % |
64 | General wish | Construction, Track | Deleting track could be improved. | Use the Bulldozer icon to demolish track. | ######## | 19 | 0 | 3 | 2 | 2 | 4 % | 15 % | 5 % |
228 | Wish (Punar) | Construction, Track, Rail | Default bridge type is stone bridge. | Ability to automatically switch
to steel bridge as default when building straight bridge and back to stone
when necessary. Even better: 2 more alternatives when pulling down the bridge type list in addition to the manual bridge types: Auto build cheapest bridge Auto build fastest bridge |
######## | 1 | 1 | 3 | 2 | 2 | 4 % | 40 % | 7 % |
76 | Wish (Uwe) | Construction, Track, Rail | If there's a double track with a crossover, and two trains are going on each side of the double track, one of them will have to stop and wait in front of the crossover for the other train even though they are going on separate lines. | Since there is three-aspect signaling and kind of a route-algorithm, this could be tweaked to allow more than one train per block. That way two trains could pass each other if they are on parallel tracks even though the tracks are linked with crossovers. See http://www.tt-forums.net//files/suggestion.png | ######## | 2 | 1 | 3 | 2 | 2 | 0 % | 90 % | 4 % |
77 | Wish (anticasper) | Construction, Track and other stuff | You can't build anything in pause mode | Building in pause would be fine. | ######## | 1 | 2 | 3 | 2 | 2 | 3 % | 20 % | 4 % |
78 | Wish (Olli) | Construction, Track, Land | You have to raise/lower ground and build tracks in two operations | Auto terraforming ground when
placing track (especially useful when nearing a mountain so you don't have to
interrupt construction to change land height so you can build tunnel). This could be an option. |
######## | 1 | 3 | 3 | 2 | 2 | 3 % | 60 % | 8 % |
79 | Wish (Teeif) | Construction, Track, Bridge | Bridges can be built too high. Especially non straight pieces. Everything is on top of each other in the long scenarios. | Don't allow so high stone bridges. Although this may cause problems with finding good paths late in the 100 yr challenges. Increasing the cost of bridges exponentially would fix this too. | ######## | 1 | 4 | 3 | 2 | 2 | 2 % | 60 % | 5 % |
80 | Wish (mkvyper) | Construction, Track, Road | Rails can be upgraded with electricity with one click. | Dirt roads should be able to upgrade to asphalt with one click. | ######## | 1 | 5 | 3 | 2 | 2 | 2 % | 40 % | 3 % |
81 | Wish (Punar) | Construction, Track Maintenance | Tracks and stations don't age | Ageing of track, this track can
be fixed by replacing track or by sending a maintenance vehicle on the track.
Un-maintained tracks will experience accidents and vehicles slowing because of poor track. Examples: rust attacks, potholes, underground cave-ins, sun causing rail track to expand too much causing derail, ships crashing into port, airlines crashing at landing/takeoff, roads slipping down hillsides. |
######## | 1 | 6 | 3 | 2 | 2 | 2 % | 50 % | 3 % |
84 | Wish (Punar) | Construction, Station | Multipurpose station and sharing track for more routes does not pay off. Instead it's better to build own lines for every cargo type you carry. | Some way to limit the number of
stations you can build, like not allowing overlapping catchment areas between
own stations, or raise the price to construct stations or demand high
maintenance cost for them. Perhaps maintenance cost for tracks as well so that it pays more off to use tracks for more than one route. Or the towns could limit the number of stations allowed per competitor in their area to 1 or 2 plus NumberOfIndustriesInTownArea. |
######## | 1 | 0 | 4 | 2 | 2 | 9 % | 40 % | 15 % |
82 | General wish | Construction, Station | When deleting stations you have
to right click every station piece. You can't delete Bus stops unless you ruin all the road in the city. |
A "delete this
station" button in the station window to delete the entire station,
Advanced: Holding the button down will give you two options: "Delete this station" or "Delete this station with tracks". |
######## | 2 | 0 | 4 | 2 | 2 | 3 % | 35 % | 5 % |
83 | Wish (Dan_Dan) | Construction, Station | When laying stations, you can't see other of your own station's catchment areas, | Se other own stations catchment areas as well (in a different color perhaps) | ######## | 3 | 0 | 4 | 2 | 2 | 3 % | 40 % | 5 % |
203 | General wish | Construction, Station | Catchment area is a 2-D square. It doesn't take height into consideration at all. You can have stations 40 blocks above the houses in a town and still get as many passengers as a station that resides on ground. | Make it take height into consideration, and make it semi-circular instead of rectangular. | ######## | 4 | 0 | 4 | 2 | 2 | 2 % | 60 % | 6 % |
86 | Wish (Punar) | Construction, Station, Rail | Rail stations can be expanded
by building "arms", Delete most of it and just leave a main station
and a few bits here and there just to increase the catchment area. This is exploited to make two stations very close to each other (like one square apart) to appear very far apart (like >30 squares apart). |
Remove possibility to exploit
this to create huge catchment areas. Suggested ways to solve this: - No more split stations, every section of a station must be connected to another section of station - Increase the station size limit of say 100 squares (currently 80) where the limit is found not by counting station pieces like now, but by multiplying Length * Width * ((Height /2) +1). (height is divided by 2 because stations must be two levels of height above each other. Since height doesn't have an effect on catchment area, you could even consider dividing height by 3 or 4 to allow large multilevel stations) - or make distance calculation depend on the distance between the closest corners of the stations involved instead of the center. |
######## | 1 | 1 | 4 | 2 | 2 | 16 % | 35 % | 25 % |
87 | Wish (Punar) | Construction, Station, Rail | When constructing stations, you have to click every station piece into place. | Ability to click drag a rectangular station into place | ######## | 2 | 1 | 4 | 2 | 2 | 5 % | 70 % | 15 % |
85 | Wish (cmw) | Construction, Station, Rail | You can only build straight track stations. | Curved stations would be cool. | ######## | 3 | 1 | 4 | 2 | 2 | 2 % | 60 % | 4 % |
89 | Wish (spaceman-spiff) | Construction, Terrain | You have to click a lot to place lots of trees. | Ability to fill an area of trees at a time or to plant several trees at once, | ######## | 1 | 0 | 5 | 2 | 2 | 9 % | 40 % | 15 % |
213 | Wish (Punar) | Construction, Terrain | It's too cheap to raise land
under water. As it is now, raising land in the sea and laying track upon it
is cheaper than building a bridge. Terraforming on land is also too cheap. |
Raising land under water/removing water should be more expensive. Either not allow raising straight edge land under water (make lifting land underwater only possible with the smooth edge tool from the scenario editor) or increase cost of raising land under water exponentially. | ######## | 2 | 0 | 5 | 2 | 2 | 7 % | 30 % | 10 % |
90 | Wish (brianhed) | Construction, Terrain | Raising/Lowering corners of land cost the same as raising/lowering the whole square. | Corners should cost less. | ######## | 3 | 0 | 5 | 2 | 2 | 3 % | 15 % | 4 % |
88 | Wish (Punar) | Construction, Terrain | In Aerophobia, AI places a lot of airports high in the mountains. Beneath the airports are high sheer vertical drops. | It looks unnatural that so high vertical drops don't collapse. Put a max height of vertical drops on top of another, or remove the vertical drop and create a new slope that goes up two or three units per square (there should also be a terrain block that goes up only one unit per two squares so that terrain can look smoother and more natural). | ######## | 4 | 0 | 5 | 2 | 2 | 2 % | 70 % | 6 % |
93 | Wish (Punar) | Construction, Air | Airports are always built too high. If you for example raise one square of land 20 units above flat land, then the best economical (and best looking) way to construct the airport would be to lower that one square to the same level as the rest of the land. Instead, the airport is built on top, raising the entire piece of land 20 units. | Airports should be built at a
height depending on the height of the terrain next to the runway ends, and
only build higher than this if it's cheaper. If the wish that there should be a max height of objects and construction near the ends of runways is implemented, then this would make the algorithm for placing airports harder, but it should be possible with the computing power we have these days. If the wish about max height is not implemented, then yes there will be occasions when planes have to fly through buildings and whatnot and look pretty stupid with this new algorithm, but that already happens with the old one. And with the new one, at least the airports will look better. |
######## | 1 | 0 | 6 | 2 | 2 | 6 % | 40 % | 10 % |
91 | Wish (Maniac) | Construction, Air | Runways at airports are as short as the airport itself | ...which is ok with small
planes, but Concorde and other big planes should need much longer
runways. Airports don't necessarily have to be rectangular. |
######## | 2 | 0 | 6 | 2 | 2 | 5 % | 50 % | 10 % |
92 | Wish (Maniac, Punar) | Construction, Air | Airplanes can't crash. High buildings or even walls of dirt doesn't matter, planes just fly through to land at the airport. | When an airport is built, some
land in front of and behind the runway is reserved and buildings/land may not
rise higher than the same amount of units as it's distance to the runway.
This will look better, and allow that the airplanes may move more realistically in the air. |
######## | 3 | 0 | 6 | 2 | 2 | 5 % | 50 % | 10 % |
94 | Wish (Punar) | Window, Track Construction | When finished constructing track, and closing the track construction window, all view settings (for hidden and underground) are reset. | Usually you want to keep hiding
foreground or keep watching underground even after you're finished
constructing. It's more often annoying than convenient that these settings
are reset all the time. Keep settings as they are for Hiding foreground, viewing underground and Show directional arrows no matter what window you close. |
######## | 1 | 1 | 1 | 3 | 2 | 22 % | 12 % | 25 % |
95 | Wish (Punar) | Window, Manipulate Terrain | When manipulating terrain and then opening the construct track window, the terrain manipulation window auto closes. | Let the terrain manipulation window stay. You're not always finished with the terrain just because you're ready to build a few sections of track. | ######## | 1 | 0 | 2 | 3 | 2 | 18 % | 10 % | 20 % |
96 | General wish | Window, Vehicle View | Some trains can be one pixel longer than the station so that the end of the train blocks the signal in front of the station. | It could help if the View
Vehicle window showed the length of the train in units in decimal together
with all the other train stats (e.g.: "Length: 10.04 units" would
show that the train won't fit a 10 unit long station). Or there could be some leeway in how much the track behind the train can be covered before signal is affected. |
######## | 1 | 0 | 3 | 3 | 2 | 15 % | 40 % | 25 % |
97 | General wish | Window, Vehicle View | There is not enough information about vehicles when viewing them | More info, like unloaded/loaded weight, speed during the last route etc | ######## | 2 | 0 | 3 | 3 | 2 | 8 % | 20 % | 10 % |
98 | General wish | Window, Vehicle View | When opening a window for train consist, you can only see the locomotive and 3 wagons. | Auto sizing consist window that
displays all wagons, or show just one of every wagon type and write something like "9 hopper wagons containing 134 of 180 tons of grain". The latter is needed if the bug with only one cargo origin remembered is fixed so it can say "9 hopper wagons containing 30 tons of grain from Aville, 104 tons of grain from Bcity, Total 134 of 180 tons of grain" |
######## | 3 | 0 | 3 | 3 | 2 | 8 % | 25 % | 10 % |
99 | General wish | Window, Industry View | When viewing the industry window, only production info is found | More info, like is it going to close down soon, predictions of how much coal left in the mine, is this a good or bad summer for grain etc | ######## | 1 | 0 | 4 | 3 | 2 | 13 % | 15 % | 15 % |
101 | Wish (Punar) | Window, Map, Industries Tab | It's hard to remember what industries relate to another on the map | More logical order of the
industries in the industry map, industries related to each other should be
grouped together. See http://www.punar.net/games/loco/LocoIndustry.htm for an example of more logical order. Or just click the Industry-tab below |
######## | 1 | 1 | 5 | 3 | 2 | 9 % | 10 % | 10 % |
100 | General wish | Window, Map, Industries Tab | It's hard to see where Cargo can be delivered on the map | Lines on the industry map showing where cargo can be delivered | ######## | 2 | 1 | 5 | 3 | 2 | 8 % | 20 % | 10 % |
102 | Wish (Dan_Dan) | Window, Purchase Info | When purchasing a vehicle you can't see it's reliability before you buy it like in TTDX | Vehicle info should say | ######## | 1 | 0 | 6 | 3 | 2 | 9 % | 12 % | 10 % |
103 | Wish (scrivener) | Window, Finances | The loan increase/decrease controls are infuriatingly tiny | Let's have a great big
"give me more money" button! Or at least slightly bigger controls. |
######## | 1 | 0 | 7 | 3 | 2 | 9 % | 15 % | 10 % |
229 | Wish (LionsPhil) | Window, Finances | The finance window is very big. | A mini-sized finance window which can be left in a corner for quick loans and paybacks. | ######## | 2 | 0 | 7 | 3 | 2 | 1 % | 23 % | 1 % |
105 | Wish (scrivener) | Window, Station | The mini accept/produce icons are tiny and not easy to understand. | Use text instead. Or at least mouse hover over tips. | ######## | 1 | 0 | 8 | 3 | 2 | 5 % | 15 % | 6 % |
104 | General wish | Window, Station | To find vehicles stopping at a specific station, you have to either watch the station over time or click every vehicle and check it's destinations. | With lots of buses, it would be
nice to see which vehicles stops at which stations. There could be a tab in the station window called "Vehicles routed to this station" or "Recently visited vehicles). The list could be sorted by load/unload orders |
######## | 2 | 0 | 8 | 3 | 2 | 2 % | 60 % | 5 % |
201 | Wish (Punar) | Window, Company Owner | In the Challenge screen, it says how long time it took you to complete the challenge. When people want show someone their performance in a scenario, they take a screenshot of the game with this window open. | When the bugs listed here and if some of the wishes are implemented then this window should also give information on which version of the game was used to get that score. Just a little version number in the bottom right corner or something would be nice. | ######## | 1 | 0 | 9 | 3 | 2 | 11 % | 12 % | 12 % |
244 | Wish (Severous) | Window, Industry list | When searching for industries to connect to you often bring up the industry list and click on one and one industry to find the one with the highest production. | Industry list should show production so you don't have to click every industry. | ######## | 1 | 0 | 10 | 3 | 2 | 4 % | 20 % | 5 % |
112 | General wish | Misc | Too many things that haven't been put into this game | Chris Sawyer, don't do it all by yourself. Get some play testers. | ######## | 1 | 0 | 0 | 5 | 2 | 80 % | 20 % | 100 % |
235 | Wish (maxx_fire) | Misc | There's no background info about vehicles. | An encyclopedia about the vehicles. | ######## | 2 | 0 | 0 | 5 | 2 | 4 % | 50 % | 8 % |
220 | General wish | Misc | Patch is only for US version. | We would like a European patch. | ######## | 3 | 0 | 0 | 5 | 2 | 8 % | 25 % | 10 % |
114 | Wish (vsoma) | Misc | You can't make your own tutorial | Possibility to script your own tutorial / video | ######## | 4 | 0 | 0 | 5 | 2 | 1 % | 80 % | 5 % |
113 | Wish (Stylpe) | Misc | When selecting a scenario, you can't tell what is an original scenario and what is not. | Use different colors or another
column saying who's the author or something so one can tell Original,
downloaded and own scenarios apart. The same goes for object selection for the scenario editor. |
######## | 5 | 0 | 0 | 5 | 2 | 8 % | 25 % | 10 % |
115 | General wish | Misc, Tutorial | Trains signals are hard to understand | Tutorial that explains signals a bit better than what you can understand by just watching the AI. | ######## | 1 | 0 | 2 | 5 | 2 | 3 % | 70 % | 10 % |
116 | Wish (Jambo) | Misc, Tutorial | Those video tutorials are rather naff. | Interactive tutorial. | ######## | 2 | 0 | 2 | 5 | 2 | 1 % | 90 % | 5 % |
124 | General wish | Misc, Game setup | Game is lost if power cuts | Auto save feature | ######## | 1 | 0 | 3 | 5 | 2 | 80 % | 20 % | 100 % |
126 | Wish (Punar) | Misc, Game setup | Player must choose picture and color info every time a new game starts. | Option to save default picture and color information | ######## | 2 | 0 | 3 | 5 | 2 | 14 % | 10 % | 15 % |
127 | Wish (Punar) | Misc, Game setup | Too many save games in one place | When saving games and scenarios there should be folder support | ######## | 3 | 0 | 3 | 5 | 2 | 5 % | 10 % | 5 % |
125 | General wish | Misc, Game setup | You can only select colors for whole sets of objects. | Possibility to paint individual
cars of trains. Possibility to select paint for individual car types, like mail wagons. |
######## | 4 | 0 | 3 | 5 | 2 | 1 % | 60 % | 3 % |
221 | Wish (Punar) | Scenario Editor, Terrain | To generate terrain you either have to let the editor auto generate or you have to do everything manually. | It should be possible to
autogenerate terrain in steps with manual editing of terrain being possible
between each step. First terraform (create hills, rivers, sea etc. ), Then raise sea level (or let the water flow down the terrain rain down to create pools), Then create terrain type (grass near water, desert far away, dirt and rock in mountains, beach along the seaside, dryer terrain on southward slopes etc), Then place plants and trees And finally place industries and cities |
######## | 1 | 0 | 1 | 6 | 2 | 3 % | 20 % | 4 % |
117 | General wish | Scenario Editor, Terrain | Adjusting land in Scenario editor is cumbersome. | More options like raising a single line of squares. | ######## | 2 | 0 | 1 | 6 | 2 | 3 % | 40 % | 5 % |
119 | Wish (Ralph) | Scenario Editor, Terrain | Random map generator creates lots of rectangular hills | Make it generate more smooth and natural landscape. TTDX was better. | ######## | 3 | 0 | 1 | 6 | 2 | 1 % | 80 % | 7 % |
118 | Wish (cmw) | Scenario Editor, Terrain | There is no max land height. | Option for that. | ######## | 4 | 0 | 1 | 6 | 2 | 3 % | 20 % | 4 % |
120 | General wish | Scenario Editor, Object Selection | When
entering the Scenario Editor, click Advanced for the Object Selections.
There is only one column for long lists of objects, E.g., Vehicles has only one column showing all Locomotion vehicles in an alphabetical order. |
There should be more columns for some of the Object types. E.g. with Vehicles, there should also be a column for Vehicle Type (Rails, Road, Air etc) and Design Year, and possibly even one for location telling where in the world the vehicle is from . Clicking the column header should sort the list accordingly. | ######## | 1 | 0 | 2 | 6 | 2 | 8 % | 20 % | 10 % |
121 | Wish (Punar) | Scenario Editor, Script | Game is somewhat random | Possibility to script a few events in the scenario editor, and decide things like how many thousand tons coal a coal ore contains, | ######## | 1 | 0 | 3 | 6 | 2 | 5 % | 40 % | 8 % |
122 | General wish | Scenario Editor, Map | Map size is fixed. Map size is too small. |
Ability to set map size in editor, up to double or quadruple size wanted. | ######## | 1 | 0 | 4 | 6 | 2 | 3 % | 70 % | 10 % |
240 | General wish | Scenario Editor, Map | Designing a new scenario can be simplified. | Scenario editor could work more like Windows' paint-program. You can use different shaped cursors with different smoothed edges to draw terrain and land types, water, plants etc. | ######## | 2 | 0 | 4 | 6 | 2 | 3 % | 80 % | 15 % |
123 | Wish (TLK) | Scenario Editor, Industries | You can only place 16 of 20 industries when creating a scenario | Ability to place more industries than 16 types. | ######## | 1 | 0 | 5 | 6 | 2 | 3 % | 50 % | 5 % |
133 | Wish (tokama) | Environment, View mode | It's hard to see behind bridge supports. Clicking Hide scenery doesn't help. | Make Hide scenery also hide bridge supports or have a Hide Bridge Supports option. | ######## | 1 | 0 | 2 | 8 | 2 | 23 % | 25 % | 30 % |
131 | Wish (Punar) | Environment, View mode | When laying track at slopes, height marks on track are automatically selected. They are however not deselected when no longer needed. | This view setting should be disabled when you click one of the other tabs on top of the track construction window (i.e. station, signals, power tabs), or when you select horizontal track types. | ######## | 2 | 0 | 2 | 8 | 2 | 18 % | 10 % | 20 % |
130 | Wish (Ildefonse) | Environment, View mode | When building underground your track is often hidden by tracks above ground. If you turn on "Hide foreground tracks" then even the tracks below ground are hidden. | Another view mode where you can hide everything except railroads | ######## | 3 | 0 | 2 | 8 | 2 | 18 % | 30 % | 25 % |
132 | Wish (Punar) | Environment, View mode | When building underground your track is often hidden by tracks above ground. If you turn on "Hide foreground tracks" then even the tracks below ground are hidden. | Another view mode where you can hide tracks above ground so that you can only see underground tracks. Hide foreground tracks is useless as it is now. | ######## | 4 | 0 | 2 | 8 | 2 | 13 % | 35 % | 20 % |
129 | General wish | Environment, View mode | It's sometimes hard to see what you're doing because there are so many layers of tracks (especially late in the 100 years scenarios) | Have
a height-slice view mode, where you control what range of heights you want to
be able to see. Anything above or below that range just isn't drawn (except
maybe the wire frame landscape), and doesn't interact with the pointer.
Just make a height slider pop up down the side of the screen with a slice bar that you can drag up or down as a whole, or just drag the top or bottom end. |
######## | 5 | 0 | 2 | 8 | 2 | 8 % | 50 % | 15 % |
134 | Wish (Punar) | Environment, Messages | Poor
road route finding. Most complaints about this are because people don't know how to set waypoints. |
When a car has been running longer than expected based on the distance between two stations, pop up the road vehicle window and a message saying "Vehicle lost, please set waypoints." | ######## | 1 | 0 | 3 | 8 | 2 | 20 % | 20 % | 25 % |
135 | Wish (Punar) | Environment, Messages | Message history shows only the last 4-5 messages | Message history should show messages further back | ######## | 2 | 0 | 3 | 8 | 2 | 14 % | 10 % | 15 % |
136 | Wish (Severous) | Environment, Messages | Messages don't tell us of vehicle problems. | Messages popping up
vehicle/industry windows and telling us "This train has had no income
for xxx months, This train has been waiting at signal for xxx months, Oil
transported away from this well has dropped below xxx%, Age of this vehicle
is now xxx years, Reliability of this vehicle is now xxx%, Vehicle is lost,
expected ETA 5 months, has now spent 12 months (ETA is calculated by train
speed and distance between stations, it doesn't have to be very exact) etc.
xxx is a value that player can adjust in the Message window. |
######## | 3 | 0 | 3 | 8 | 2 | 11 % | 30 % | 15 % |
138 | Wish (tokama) | Environment, Messages | You get no notification if a vehicle is stuck | Popup when a vehicle doesn't move. | ######## | 4 | 0 | 3 | 8 | 2 | 8 % | 30 % | 12 % |
137 | Wish (Teeif) | Environment, Messages | When train crashes, there are no nasty news messages. | Bring back death numbers in crashes, and info about the local drop in authority favor. | ######## | 5 | 0 | 3 | 8 | 2 | 4 % | 30 % | 5 % |
139 | General wish | Environment, Graphics | It's hard to see signals on some bridge types. | Lower edges or edges are hidden when hiding foreground objects. | ######## | 1 | 0 | 4 | 8 | 2 | 8 % | 20 % | 10 % |
140 | General wish | Environment, Graphics | Graphic details and animations could be improved. | Better graphics, animated livestock, traffic, pedestrians, cargo shown on ships and other vehicles change in proportion to how full it is, etc. | ######## | 2 | 0 | 4 | 8 | 2 | 2 % | 90 % | 10 % |
143 | Wish (Punar) | Environment, Graphics | Game is only Full Screen | Windowed mode | ######## | 3 | 0 | 4 | 8 | 2 | 2 % | 90 % | 20 % |
144 | Wish (Punar) | Environment, Graphics | Game is in only 256 colors, and when alt-tabbing, the desktop also becomes 256 colors and has a problem with the resolution sometimes. | If windowed mode is implemented then this will probably not be a problem any more. | ######## | 4 | 0 | 4 | 8 | 2 | 2 % | 90 % | 15 % |
141 | General wish | Environment, Graphics | Isometric graphics is a bit out of date. | More viewing angles (8 angles by starting at 22.5 degrees and rotating 45 degrees at a time; or as now plus front, back sides and above; or 3d-graphics). | ######## | 5 | 0 | 4 | 8 | 2 | 1 % | 90 % | 10 % |
146 | Wish (timthebadger) | Environment, Graphics | You can only watch the environment from above | Ability to ride the trains like
in RCT3. Ability to ride the trucks and buses like in Grand Theft Auto or SimCity 4 Rush-Hour. |
######## | 6 | 0 | 4 | 8 | 2 | 0 % | 95 % | 4 % |
142 | General wish | Environment, Graphics | Bridges above objects don't have supports | They just hang there. Supports would look better. But could make it more difficult to see what's below. | ######## | 7 | 0 | 4 | 8 | 2 | 1 % | 80 % | 5 % |
145 | Wish (Punar) | Environment, Graphics | When using dual screen (I have a Nvidia graphics card with two screens) the secondary screen turns black | With any other DX game I have, I can still see the secondary screen which is nice if I am trying to read something there while playing. If windowed mode is implemented then this will not be a problem any more. | ######## | 8 | 0 | 4 | 8 | 2 | 1 % | 90 % | 10 % |
147 | General wish | Environment, Graphics, Resolutions | If you play on a portable with original 1600x1200 display, the closest zoom of loco is too far away. | One more zoom level would help even if it just means doubling the pixel size and keeping the details as they are now. | ######## | 1 | 1 | 4 | 8 | 2 | 19 % | 25 % | 25 % |
148 | Wish (alphanumeric) | Environment, Graphics, Resolutions | There aren't enough resolution modes to support all flat screens. | More widescreen resolution options (like 1920x1200) | ######## | 2 | 1 | 4 | 8 | 2 | 3 % | 40 % | 5 % |
150 | Wish (Dan_Dan) | Environment, Events | There are no accidents | Plane crashes, Train derailing,
Trams falling down, Sinking ships, signal malfunction, level crossing
malfunction, tire puncture so the driver has to get out and change
tires, airplanes engines falling off,
ships blown off course etc. It would be cool if accident like derailing trains could cause further destruction by crashing into industry like chemical works or houses or even competitors tracks |
######## | 1 | 0 | 5 | 8 | 2 | 6 % | 40 % | 10 % |
149 | General wish | Environment, Events | There are no catastrophes | Whirlwind, Buffo invasion, Forest Fire, Volcanoes, Icebergs, Train robberies, Strike, Storms moving ships and planes off course, Mudslides altering terrain, Lightning etc | ######## | 2 | 0 | 5 | 8 | 2 | 5 % | 50 % | 10 % |
151 | Wish (Stylpe) | Environment, Events | There are no weather effects except snowline going up and down. | Weather effects like sun, rain, snow, clouds etc. These could have an effect on the game, like too much sun or rain reduces grain harvest, too much snow delays trains, too hot sunshine can cause derailing etc. | ######## | 3 | 0 | 5 | 8 | 2 | 1 % | 80 % | 3 % |
152 | Wish (timthebadger) | Environment, Events | There are no mini challenges like in the old railroad tycoon or subsidies like in TTDX | Challenges like "Deliver
200 tons food in Pigtown by the end of May for a £200,000 bonus" or
Subsidies like in TTDX This should be allowed/disallowed by the scenario creator |
######## | 4 | 0 | 5 | 8 | 2 | 5 % | 50 % | 10 % |
153 | General wish | Environment, Terrain | Water doesn't flow into lowered terrain even if it's right next to it. | Water flows. Advanced: In scenario editor, water is poured down every square of the map and then flows downhill until it stops making ponds and lakes even at higher altitudes than sea level. Very advanced: In game rainy days where water flows down rivers an fills up lakes. Sunny days that dries them up. Extremely advanced: If it rains too long, flowing water destroys tracks, houses and terrain. |
######## | 1 | 0 | 6 | 8 | 2 | 5 % | 50 % | 10 % |
154 | General wish | Environment, Signs | Town names must be set in editor | Ability to change town names in game | ######## | 1 | 0 | 7 | 8 | 2 | 5 % | 10 % | 5 % |
155 | Wish (Sellu) | Environment, Signs | You can't place signs like in TTDX | Ability to place text signs. | ######## | 2 | 0 | 7 | 8 | 2 | 4 % | 30 % | 5 % |
156 | Wish (The_Fat_Controller) | Environment, Company Owner | There's only the company HQ. | A company car to go with the HQ
which can drive out of the parking space now and then to take a spin in town.
A logo that is painted on vehicles. |
######## | 1 | 0 | 8 | 8 | 2 | 1 % | 80 % | 5 % |
234 | Wish (maxx_fire) | Environment, Menu | Menus drop down too quick and you end up selcting menu choices when you want to click other things. | A slight delay on menu dropdown. | ######## | 1 | 0 | 9 | 8 | 2 | 3 % | 15 % | 3 % |
165 | Wish (Teeif) | Gameplay, AI Construction, Roads | The AI opponent builds road diagonals by using alternating curved road pieces, making huge lines that can only be crossed by bridge. | Allow rail crossings over the long road curves, or make the AI build differently (more likely to build straights). | ######## | 1 | 1 | 1 | 9 | 2 | 3 % | 60 % | 7 % |
164 | Wish (Stylpe) | Gameplay, AI Construction, Roads | Computer sometimes builds a new track of road for every cargo route. | Make AI reuse roads so you don't end up with several roads going the same way next to each other. | ######## | 2 | 1 | 1 | 9 | 2 | 2 % | 70 % | 7 % |
166 | Wish (Colonel32) | Gameplay, AI Construction, Rail | AI opponent never modifies terrain to build rail. AI builds bridges instead. | AI could modify terrain sometimes and thereby make more optimal routes (straighter). | ######## | 1 | 2 | 1 | 9 | 2 | 1 % | 90 % | 5 % |
228 | Wish (LionsPhil) | Gameplay, AI Construction, City Roads | The council often make pointless tunnels and they often don't join upo sections of roads that are right next to each other. This makes it hard for the road vehicles because there are lots and lots of short straight sections of roads that the vehicles go stuck in. | Better council ai. | ######## | 1 | 3 | 1 | 9 | 2 | 0 % | 85 % | 2 % |
157 | General wish | Gameplay, Multiplayer | Only 2 players on net | More humans in multiplayer | ######## | 1 | 0 | 2 | 9 | 2 | 25 % | 50 % | 50 % |
158 | Wish (Royal Bavarian) | Gameplay, Multiplayer | You can't destroy opponent objects. | Option to destroy opponent objects (like rails, road), possibly at freakishly high cost. | ######## | 2 | 0 | 2 | 9 | 2 | 5 % | 50 % | 10 % |
204 | Wish (PurdueGuy) | Gameplay, Multiplayer | When a computer player goes bankrupt, another one starts. | This is nice and realistic, but it could be an option in the scenario editor, and then an object could be set to eliminate computer opponents by forcing them into bankruptcy. | ######## | 3 | 0 | 2 | 9 | 2 | 5 % | 10 % | 5 % |
159 | Wish (Scoffers) | Gameplay, Multiplayer | You can't reserve land | Ability to purchase reservation
of land for future construction. The piece of land could be limited by time (say 6 mths perhaps) or size (a few hundred squares perhaps). |
######## | 4 | 0 | 2 | 9 | 2 | 4 % | 30 % | 5 % |
160 | Wish (timthebadger) | Gameplay, Multiplayer | Sabotage opponent | Possibility to steal cargo, rob
trains, sabotage vehicles etc. This should be allowed/disallowed by the scenario creator |
######## | 5 | 0 | 2 | 9 | 2 | 4 % | 30 % | 5 % |
161 | General wish | Gameplay, Cities | Cities growth is too fast on flat terrain. | Cities could grow a little slower on flat terrain. | ######## | 1 | 0 | 3 | 9 | 2 | 9 % | 35 % | 14 % |
162 | General wish | Gameplay, Cities | Cities are stale, They are stuck where they were placed in the scenario editor. | Make towns depend on industries in their neighborhood. Closure of industries may make people move out (even making "ghost towns"). New towns may appear near successful industries etc. | ######## | 2 | 0 | 3 | 9 | 2 | 0 % | 95 % | 8 % |
163 | General wish | Gameplay, Game | There is no sandbox mode | You should be able to just select number of competitors, starting year and difficulty and a game with a random generated map starts for you. | ######## | 1 | 0 | 4 | 9 | 2 | 4 % | 20 % | 5 % |
239 | Wish (OldTimer) | Gameplay, Game | Sometimes you just want to build a transport network withouth having to worry about profit or replacing vehicles. | Ability to turn money off. | ######## | 2 | 0 | 4 | 9 | 2 | 1 % | 70 % | 3 % |
238 | General wish | Gameplay, Game speed | Not enough speed options. 1x speed is too fast. | Option to play at half speed or
even quarter speed. Many also want to build on pause. |
######## | 1 | 0 | 5 | 9 | 2 | 4 % | 12 % | 5 % |
167 | General wish | Objects, Fixed, Rail | Railway construction is limited. | More rail bridge types / track types (diagonal climbs, diagonal s-bends, steel bridge climbs, diagonal crosses, all turns also from diagonal lines, gradients with higher speed limits, flatter slopes, banked high-speed curves, bent gradients (instead of going from horizontal to gradient up to horizontal you go from horizontal to a piece that gradually bends upwards then a gradient piece then a piece that gradually bends to horizontal - like in RCT!!) smoother s-bends (with higher speed limits) etc) | ######## | 1 | 1 | 1 | 10 | 2 | 21 % | 30 % | 30 % |
168 | General wish | Objects, Fixed, Rail | There are 90 mph locos 25 years before passenger wagons can be run faster than 60 mph. | A high speed express passenger wagon for the 30s and 40s. This problem also applies to other wagons/locos - the locos can go fast much earlier than the wagons. | ######## | 2 | 1 | 1 | 10 | 2 | 6 % | 30 % | 8 % |
226 | Wish (LionsPhil) | Objects, Fixed, Rail | Track modifications are too cheap (electric wires and such). This makes many diesel engines pointless because their running costs are higher than entire strips of wires. | Modifications should me more expensive. | ######## | 3 | 1 | 1 | 10 | 2 | 2 % | 18 % | 3 % |
225 | General wish | Objects, Fixed, Rail | Underground slopes don't have speedlimit. So if you want maximum speed, you need to raise bits of land high up and place the slopes inside. | This just looks silly. Make an above ground slope without the limit or at least a much higher speedlimit. | ######## | 4 | 1 | 1 | 10 | 2 | 6 % | 30 % | 8 % |
169 | General wish | Objects, Fixed, Road | There are very few road objects | More road types like motorways, highways, dual carriageways, roundabouts, traffic signals, larger cargo stations, diagonal road | ######## | 1 | 2 | 1 | 10 | 2 | 21 % | 30 % | 30 % |
170 | Wish (Maniac) | Objects, Fixed, Air | Airports are fixed structures | Possibility
to upgrade/expand airports without deleting old one, or you could construct
your own airports, at least to some degree. Heliports on airports where helicopters don't clog airplane traffic. Possibility to choose direction of takeoff and landing for the airport. |
######## | 1 | 3 | 1 | 10 | 2 | 15 % | 50 % | 30 % |
171 | General wish | Objects, Fixed, Scenery | There are very few scenery objects (there are only trees) | More types like trackside fences, other fences, and sloped water (for flowing rivers) and roman/Egyptian/western scenery objects, more station types eg underground stations. | ######## | 1 | 4 | 1 | 10 | 2 | 20 % | 25 % | 27 % |
172 | General wish | Objects, Fixed, Industry | There are only 20 industries. People would like more industries like the following examples: | Nuclear Power Plants (Uranium
=> Nuclear waste), Automotive factory (Steel => Cars), Garbage Heap (accepts Garbage), Military Production Facility (Steel + Uranium => Nuclear Missiles), Recycling Center (Waste => Garbage + Recycled Material (which can be sent to factories to become goods)) Gold Mines (produces Gold) Mint Press (Steel + Gold => Valuables) Banks (Produce and accept Valuables) It would be cool if successful Nuclear Power Plants could cause Coal Power Plants to go bankrupt. |
######## | 1 | 5 | 1 | 10 | 2 | 8 % | 50 % | 15 % |
174 | General wish | Objects, Fixed, Terrain | Land looks a bit edgy. | More land types. curves, flatter slopes, steeper slopes, etc | ######## | 1 | 6 | 1 | 10 | 2 | 6 % | 40 % | 10 % |
173 | Wish (Punar) | Objects, Fixed, Maintenance | Rail and Road tracks don't age. It would be cool if they did. | You
must build maintenance vehicles to fix tracks and road. These vehicles will
slow down traffic, so you may need to create routes so that this slowdown is
as little as possible. However, the
vehicle doesn't have to run around fixing track all the time, but should
return to a depot or maintenance station when it's not needed. If the "Build ghost track first which is filled with actual track after some time" idea is implemented, the actual track could be built by these vehicles. The maintenance vehicle will leave it's depot/maintenance station once in a while, and try to cover and maintain all track. If some parts of track don't get maintained in 2 years, it starts to get weak (can be shown graphically), and fast heavy trains may derail, or road vehicles may experience breakdowns and loss of reliability. |
######## | 1 | 7 | 1 | 10 | 2 | 1 % | 90 % | 8 % |
237 | General wish | Objects, Fixed, Cities | There could be more building types. | Underwater cities and more | ######## | 1 | 8 | 1 | 10 | 2 | 1 % | 90 % | 8 % |
175 | General wish | Objects, Vehicles | No new vehicles after 2000 | Future vehicles. | ######## | 1 | 0 | 2 | 10 | 2 | 3 % | 70 % | 10 % |
202 | Wish (intercity125) | Objects, Vehicles | You can't research new vehicles. | Possibility to research new vehicles and technologies. | ######## | 2 | 0 | 2 | 10 | 2 | 0 % | 99 % | 3 % |
108 | Wish (Punar) | Objects, Vehicles, Air | Concorde is too successful. In real life, Concorde isn't that successful - it cost a lot to operate and is only allowed to fly supersonically above sea. | Easy fix - increase maintenance cost and set max speed for aircrafts above ground to 1000 kph (about 600 mph) or so and no limit above water (this is the same routine that trains use when it comes to track types with different speed limits) | ######## | 1 | 1 | 2 | 10 | 2 | 12 % | 20 % | 15 % |
176 | General wish | Objects, Vehicles, Air | People want more vehicles | UFO, Balloons, Zeppliners, Rockets, Spaceships, Airplanes that carry both passengers and mail. | ######## | 2 | 1 | 2 | 10 | 2 | 21 % | 30 % | 30 % |
177 | General wish | Objects, Vehicles, Rail | People want more vehicles | More vehicles: Monorail, Maglev, train locomotives speed limit that correspond better to wagon speed limits, etc. | ######## | 1 | 2 | 2 | 10 | 2 | 21 % | 30 % | 30 % |
178 | General wish | Objects, Vehicles, Road | People want more vehicles | More wagons on Trucks & Trams, Rickshaws, Taxis (that wait in line near airports), Bike messengers, Linked Buses (looks like one and a half bus) | ######## | 1 | 3 | 2 | 10 | 2 | 21 % | 30 % | 30 % |
179 | General wish | Objects, Vehicles, Water | People want more vehicles | Hover planes (planes that fly 1 m above water, rare in real life but do exist using a special aerodynamic effect), Submarines, ferries to carry trucks and possibly trains, seaplanes. | ######## | 1 | 4 | 2 | 10 | 2 | 21 % | 30 % | 30 % |
180 | General wish | Objects, Misc | There's only North America, UK and Alpine | Bring in Africa, Arab,
Australia, Russia, Japan, Toyland, Wartime. (In the wartime scenario you could have objects like transporting troops, weapons and food to the frontline, and send hurt people to hospitals etc., and there will bombings of town and industries (which are rebuilt after some time), perhaps you can build missile bases, radars etc.) |
######## | 1 | 0 | 3 | 10 | 2 | 2 % | 80 % | 10 % |
242 | Wish (punar) | Objects, Misc | Vehicles don't have information about where in the word they are from. When you veiw them you can only see their speed and capacity etc, but you can't see which part of the world they are originally for. | If this was stored for each vehicle, there could be another column in the object selection list when you start the scenario editor which showed the original location for the vehicles. That way you could sort the list to show only the vehicles from the area you want to build a scenario for. This is especially uesful when you have installed mods with more vehicles, like the popular dutch set. | ######## | 2 | 0 | 3 | 10 | 2 | 3 % | 60 % | 8 % |
181 | Wish (TLK) | Objects, Misc | Creating new objects is hard. | Easier to make (paint) new houses, industries etc. Or even create new objects. Perhaps in a separate program. | ######## | 3 | 0 | 3 | 10 | 2 | 1 % | 90 % | 10 % |
184 | Wish | Economy, Industry | Theory: Building more stations next to a production industry increases production. This is perhaps built into the game so that you can't bankrupt an opponent by having a better transport service at that industry. This is exploited by building several 1-line stations next to an industry instead of one multiline station. |
If the theory is right then it should be fixed so that production increase does not depend on the number of stations, but rather on % transported cargo of the monthly production. | ######## | 1 | 0 | 1 | 11 | 2 | 16 % | 20 % | 20 % |
182 | General wish | Economy, Industry | Industries are a bit boring. | Heavy rain destroys grain production over the whole country this month, mysterious illness kills 50% of all livestock, Chemical leakage, Oil well caught fire, frost destroyed vineyard harvest this year, Tree disease. | ######## | 2 | 0 | 1 | 11 | 2 | 11 % | 30 % | 15 % |
183 | General wish | Economy, Industry | Industries tend to shut down after pre-set periods of time. And it's often hard to see the reason why it's closed down, especially if it's a well serviced farm. | This is annoying, especially
early in the game if you have spent most your money on a single route just to
find the industry shut down after the first delivery. Oil wells and Coal/Iron-mines closure should (and perhaps is) depend on how much oil/coal/iron has been dug up instead of time. Some industries could close if their cargo isn't transported or if the transportation cost is too high. In the View Industry window, show what the industry management has to say (Large quantities of oil still unpumped, This land is great for grain etc). |
######## | 3 | 0 | 1 | 11 | 2 | 9 % | 40 % | 15 % |
186 | Wish (Punar) | Economy, Industry | You can only fund refining industry | Possibility to fund some raw material industry like Farms. | ######## | 4 | 0 | 1 | 11 | 2 | 2 % | 20 % | 3 % |
187 | Wish (Punar) | Economy, Industry | Refining industry (like factories) take any cargo they can get, no matter if they can get the end product transported away or not. | Demand for raw products should
depend on transportation away from the refining industry, Goods and Food must
therefore be transported away to increase demand for raw material. Demand for
coal at power plants would increase if there are large towns nearby, demand
for goods, food, mail, passengers in towns would depend on population. The cargo must be followed and made sure that it is delivered to somewhere that accepts it. Otherwise this would just be exploited by setting up bogus load/unload routes from the refining industry to a receiving station. If implemented, the earlier described wish about having the number of passengers entering trains depend on waiting passengers at other stations would have to be reconsidered. |
######## | 5 | 0 | 1 | 11 | 2 | 2 % | 80 % | 10 % |
185 | Wish (Ildefonse) | Economy, Industry | Industries sometimes shut down for no reason early in the game. | ######## | 6 | 0 | 1 | 11 | 2 | 16 % | 20 % | 20 % | |
188 | Wish (Jason Lutes) | Economy, Maintenance | Only vehicles cost maintenance | Also
rail tracks, roads, bridges, stations and oh, airports etc should cost
maintenance. Such costs would help to emphasize maximum efficiency, so the player would really have to consider routes carefully when planning his transport empire. Instead of just throwing down extra rail stations when the need arises, he might instead want to figure out how to squeeze more out of the ones that are already in play. |
######## | 1 | 0 | 2 | 11 | 2 | 14 % | 45 % | 25 % |
106 | Wish (Punar) | Economy, Transport, Payment | Cargo transport rates depend on distance between stations. By carefully placing stations, I got a transport distance of 47 units between two industries that were only 12 squares apart. | At
least make distance be calculated as the shortest distance between the
closest corners of the stations instead of from the middle of the stations.
I also thought payment could depend on the distance between the industries instead of the stations, but that could be exploited the other way (distance between stations of 1 unit for two industries that are 20 units apart or so). Since you don't get paid for the length of the station any more, it may pay off to use short stations for short distance tracks. |
######## | 1 | 0 | 3 | 11 | 2 | 28 % | 20 % | 35 % |
189 | Wish (Punar) | Economy, Transport, Payment | Transport payments doesn't care if there's an over- or under-production | Make payment on final products (food and goods) partly depend on demand. More people in a town would mean higher demand and thus higher pay until a certain limit. But if you deliver too much food/goods, payment will decrease since people can only consume a certain amount of them. | ######## | 2 | 0 | 3 | 11 | 2 | 6 % | 60 % | 15 % |
107 | Wish (Punar) | Economy, Transport, Payment | Airplanes earn far too much, buses earn far too little | Larger buses earlier on, and airplanes could take longer to land instead of that dropturn-maneuverthingy they're doing now. | ######## | 3 | 0 | 3 | 11 | 2 | 10 % | 50 % | 20 % |
190 | General wish | Economy, Multiplayer | You can't buy out competitors, like in TTDX | Option to buy out / take over
competitors (even humans in multiplayer).
Could be a scenario option. After a few years of playing this game, you usually earn far more money than you can possibly spend constructing, even if you try, so this could maybe help you find some purpose in all that money. Besides, it could be fun having scenarios where you start out with 14 AI's and the winner is to buy out all the others and be the only one left. |
######## | 1 | 0 | 4 | 11 | 2 | 4 % | 80 % | 20 % |
192 | General wish | Economy, Multiplayer | You can't purchase transport monopoly like in TTDX | Option to buy exclusive transport rights in a city area, and have ad campaigns. | ######## | 2 | 0 | 4 | 11 | 2 | 3 % | 40 % | 5 % |
191 | General wish | Economy, Multiplayer | You can't buy stocks in other companies | Stock market | ######## | 3 | 0 | 4 | 11 | 2 | 4 % | 80 % | 20 % |
231 | Wish (pgesik) | Economy, Cities | In TTdx you could have ad campaigns and sponsor buildings and such. | Have that in Locomotion would be nice. | ######## | 1 | 0 | 5 | 11 | 2 | 4 % | 80 % | 20 % |
109 | General wish | Economy, Passengers | Passenger transport: The way it
is now, it doesn't matter how far a vehicle goes, the same amount of
passengers will be attracted to the vehicle anyway. That means that airplanes
moving people to the other side of the map attracts just as many passengers
as a bus moving people downtown. A bit more realistic would be if the station rating depended on the distance to the stopping vehicle's destinations. There could be 4 rating variables instead of 1. One for local traffic (less than 15 squares, perfect for buses, value of this would be 0-60%), one for medium distance traffic (15-50 squares, this one would be 0-30%), one for long distance (more than 50 squares, this could be 0-10%), and one that just adds those three up. The latter one is the one shown when you look at the stations rating. So when a vehicle stops on a station, the game engine would look at the vehicle's other destinations. If the vehicle also stops at a station less than 15 squares away, the local rating would increase. If it has a stop 100 squares away, the long distance rating would increase. |
If this is implemented, you
would also need a variable for each of the three station approval ratings
(poor, good, excellent etc). And the displayed approval rating would be the
highest of those three. Since this approach improves the value of local passenger service (and therefore buses) the first thing that is needed is an easier way to replace old vehicles (checkbox to auto replace all vehicles with reliability less than xx% with newest similar vehicle perhaps). This system probably seems to make airports useless. However, if you attach a bus service to the airport, local buses could increase the rating of the airport to 70% which adds even more to the realistic experience since you now need to transport passengers to and from the airport. This system would need to mark groups of passengers with origin and destination locations. So the train consist window will say something like "20 passengers from Acity to Cville, 35 passengers from Acity to Dtown, 12 passengers from Bpolis to Dtown, 67 passengers total - 180 seats". |
######## | 1 | 0 | 6 | 11 | 2 | 9 % | 65 % | 25 % |
110 | Wish (Punar) | Economy, Passengers | Passenger transport: The way it
is now, it doesn't matter where a vehicle goes, the same amount of passengers
will climb aboard whether the vehicle goes to a lonely hut or to a metropolis
center. Passengers should go somewhere. Several ways to do this have been suggested. All I have seen creates problems with how much you should get paid for the transport. To make this work, you must add one variable for each location that passengers come from (in the same manner as the route through stations should be fixed). The way the game functions now, trains can only remember one origin location per cargo (which is a bug since sometimes you want to pick up cargo from several locations at route-through stations). In order to implement passengers destinations, trains need to know where cargo comes from and where passengers (and mail) are going (other cargo don't need a destination) |
How many should get on the
train: Repeat: People climbing aboard would be MIN (PeopleOnThisStation; MaxCapacityOfVehicle; Multiplier * PeopleAtNextStationOnThisVehicle'sRoute).: until all following stations on the route have been processed (up to 4 perhaps so the list of passengers doesn't get too long) I found that a Multiplier value of 2 works fine. Too low and the formula is too extreme. Too high and we're back to where we are now. So the train consist window could instead of listing cargo in each wagon, say "20 passengers from Acity to BTown, 35 passengers from Acity to Cpolis, (55 passengers total - 180 seats)" |
######## | 2 | 0 | 6 | 11 | 2 | 9 % | 65 % | 25 % |
111 | Wish (vipergtsr170) | Economy, Mail | Mail is so uncommon | More mail | ######## | 1 | 0 | 7 | 11 | 2 | 4 % | 20 % | 5 % |
236 | Wish (whodger) | Gameplay, Stations | You can't share stations with other players. In scenarios like Aerophobia, you can find several airports in a row near cities. It looks silly. | It should be possible to share airports and other station types. The original owner of the station should be paid for the useage. | ######## | 1 | 0 | 8 | 11 | 2 | 4 % | 80 % | 20 % |
243 | Wish (OldTimer) | Gameplay, Stations | Vehicles are stuck to the map you made. | Vehicles can run off the map to other virtual maps "on the other side". Perhaps from special stations types like "International airports" or so. | ######## | 2 | 0 | 8 | 11 | 2 | 1 % | 80 % | 3 % |