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Transport Fever 2 announced!

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Announced just a few minutes ago, Transport Fever 2.

https://www.youtube.com/watch?v=8zaV9Up9g6w

It [very likely will] be a refinement on the existing Transport Fever game, itself a refinement of Train Fever, which was mostly crowd funded. No DLCs for TpF, but frequent updates have been made in the two years or so since the game has been first released. Both plus the just announced sequel developed by Urban Games, and published by Gambitious Digital Entertainment.

For those that do not know about Transport Fever, it is to OTTD like Cities Skylines is for SC4; furthermore, mods and map editing allow it to be a decent city builder (not simulator, no education, health, etc) as well, while being better than C:S in the transportation aspect (highly configurable train stations, train path signs, road/rail building is much smoother, etc). It is also more stable (especially when heavily modded) and does not have the developer-imposed limits of C:S (37k segments, 10k nodes, building/prop limits, etc), and has the ability to run bigger maps, both of which are big pluses, unless you play on a potato.

From the website:

Quote

Free play with countless configuration possibilities
Three campaigns across three continents with over 20 hours of playing time
Editors for creating maps and editing saved games
Three landscape types: moderate, dry, and tropical
Realistically modelled vehicles from Europe, America and Asia
A total of over 200 vehicles: trains, buses, streetcars, trucks, aircraft and ships
Modular train stations, bus and truck stations, airports and harbors
Realistic transport simulation including one-way streets and light signals
Editable and paintable terrain with realistic effects
Intuitive construction tools for building railroads and more
Display important data such as traffic and emissions, on separate layers
Dynamic economy and city simulation
More than ten economic chains with associated factories and goods
Cities with countless residential, commercial and industrial buildings
Detailed game world with physics-based lighting
Individually simulated land animals, birds and fish
Over 50 challenging achievements in free play mode
Extensive modding support via the Steam Workshop

Two Transport Fever selected screenshots from a map I have been playing on.

5cc022b0d5012_TransportFever1.jpg.fdf5213b2e532afbf43e842d1a0bfe57.jpg5cc02334d98eb_TransportFever2.jpg.29cc28af984786f642300b29f3673c15.jpg

There are downsides; the big one for me is the inability of terraforming in water, which will hopefully be rectified in the upcoming release. Also, the modding scene, while significant, is very European-centric, and given the emphasis in transportation, rail-centric (i.e. not many modded buildings). A bigger player base would help fix that in the next game.

Expected release of Transport Fever 2 is Q4 2019. Cannot wait.

Website: https://www.transportfever2.com/


  Edited by City_Borders  
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Nice summary! And those two maps of your cities are very impressive*:thumb: I'm essentially (about to be) new to city-building/transport gaming, strongly considering TpF. See my post on that here: 

I'm wondering if you (or anyone can) further explain this and/or point me towards where I can find out more about these:

On 4/24/2019 at 2:14 AM, City_Borders said:

mods and map editing allow it to be a decent city builder

 

On 4/24/2019 at 2:14 AM, City_Borders said:

It is also more stable (especially when heavily modded)

I mean, I know what mods are, and I think I know where to find them (Steam?). Maybe a few simple examples of why & how, so I can better understand.

Thanks in advance!

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I think this is another stupid attempt to get closer to SC4...

It's a waste of time and money.

No one's going after this! It's a dead toy like SC2013...

No one has been able to beat SC4 - it is a pity that today work with SC4 fans around the world only. MAXIS betrayed us.

Dozens of sites and hundreds of authors have left the SC4 game over the years, but many people have joined Simtropolis and on SC4 Devotion...

But we still force!

I thank all the authors from different countries who continue to work with SC4.

Thanks!

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24 minutes ago, Silur said:

No one has been able to beat SC4 - it is a pity that today work with SC4 fans around the world only.

It's kind of down to a personal preference with these things I feel.

While I'm also still only focussed on SC4 myself, there are other types of city-building games like this which might be more appealing to others. I can see how the TpF series is aimed more specifically for those interested in the transportation side of city planning, and I think it looks quite promising from the trailer. The great thing is for those of us who enjoy creating with SC4, it's still here and not going anywhere. *;)

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I don't create anti-ads for any other games except SC4.

I am trying to reflect my position, my position about the game SC2013 was expressed long before the release of this game. That's what happened!

Simtropolis's clients can see different opinions.

Thanks.

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35 minutes ago, Silur said:

No one has been able to beat SC4

Though I've been playing SimCity 4 extensively in the past few years, I wouldn't discount other city building games like that (SimCity 4, to be honest, has a huge inherent flaw especially on its transportation and simulation options and that's with the NAM plus some mods included).

I'm quite interested in the Transport aspects of this game considering that I've been trying for years to get a great metro system going, and don't forget that these can provide us some good alternatives to what is familiar to us (remember that another tranportation simulation game [Cities in Motion] eventually led to the creation of Cities: Skylines).

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1 hour ago, Silur said:

I think this is another stupid attempt to get closer to SC4...

36 minutes ago, Silur said:

I am trying to reflect my position, my position about the game SC2013 was expressed long before the release of this game.

23 minutes ago, Silur said:

Am asking You to tell me about how, why themes about Skylines have less 10% here, and themes about SC2013 about 0,5%?

You are certainly entitled to your opinion about any game which is not SC4, but this topic was created for Transport Fever 2.

Let's keep this on topic discussing aspects of that game. *;)

 

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    13 hours ago, thehef said:

    Nice summary! And those two maps of your cities are very impressive*:thumb: I'm essentially (about to be) new to city-building/transport gaming, strongly considering TpF. See my post on that here: 

    I'm wondering if you (or anyone can) further explain this and/or point me towards where I can find out more about these:

     

    I mean, I know what mods are, and I think I know where to find them (Steam?). Maybe a few simple examples of why & how, so I can better understand.

    Thanks in advance!

    Thanks, they are two screenshots from the very same map, of different locations, of course.

    Mods can be found in the Steam workshop, or in TransportFever.net, the equivalent of Simtropolis for TpF. I prefer Steam workshop as the mods are easier to get there (instead of having to download and unzip them, not too different like we do in Simtropolis, but I have gotten spoiled ;D) and over half of the community in the TpF.net is German, and is pretty much a German-based forum. However, a few nice mods are only obtainable there. You can use both the regular workshop (Skylines method) and mods that were put them on a separate folder (SC4 method), so in this aspect, TpF offers the best of both worlds.

    Yes, you can start a game, the earliest would be 1850s. I cannot comment much on them because I usually start new games much closer to the 2000s, and use contemporary stock almost exclusively, except in a few touristic routes where steam-based trains would make sense. I can tell you that you do start with dirt routes and 19th century looking architecture, that is slowly replaced by newer roads and buildings as you progress, and people using more and more cars (so that you have to offer better services, or lose ridership to them, not very different like happened in real life).

    The AI will automatically create new streets and buildings and expand on its own. This might not be good if you are a micromanager, I actually like it overall. There are three zones, the usual RCI, although you do not have direct control over them (well, RC use the same set of buildings), if you are not happy with, say, an industry in a specific place, you can either continuously demolish it (or wait for further development) or use the plop town buildings. There is land value, higher are usually located close to stations with high ridership, and will attract more dense buildings (thus generating more ridership) but making further expansion more expensive (it is much cheaper to demolish a building that is valued 50$ per m2 than one that is valued over 1k$ per m2).

    Late game is a wash of white modern contemporary buildings, but you can set in a new game to allow all architecture styles, so that you have a mixture of all of them. Or download one mod that allows brutalist architecture from the 50s-80s to be used in a contemporary setting.

    Many great mods and maps are available in the workshop. I suggest curved stations (from the developers of the game) and plop town buildings, and go from there. I think the game is on sale right in Steam now, in case you do not want to wait for Transport Fever 2, which should be released at the end of this year.

     

    13 hours ago, Silur said:

    I think this is another stupid attempt to get closer to SC4...

    It's a waste of time and money.

    No one's going after this! It's a dead toy like SC2013...

    No one has been able to beat SC4 - it is a pity that today work with SC4 fans around the world only. MAXIS betrayed us.

    Dozens of sites and hundreds of authors have left the SC4 game over the years, but many people have joined Simtropolis and on SC4 Devotion...

    But we still force!

    I thank all the authors from different countries who continue to work with SC4.

    Thanks!

    While your opinion and respect it, I think it is a little close-minded. When CS came, I had my reservations and similar instant thoughts (I have played thousands of hours in SC4, after all, and have tons of mods for it), but nevertheless did try the game eventually to give it a fair try, and eventually grew to own most DLCs in both PC and the PS4, and subsequently moved on to Transport Fever. All three games are very good, and all have their flaws; I still play all three. Comparing TpF (or almost anything, for that matter) to that monstrosity that was SC2013, though... Unlike the latter and SC4, Transport Fever is a big improvement over the original Train Fever, while keeping the core mechanics intact, and Urban Games, for being a small development team, have continuously listened to the community, adding improvement and performance patches over the two years of so since it has been launched; so I believe that will still be the case for Transport Fever 2.

    Anyway, TpF is a modern transportation simulation, but with better city building capabilities than the other way around for SC4:

    5cc40cd88b5ae_TransportFever5.jpg.22bb91d4feb05d00c8d57f46353011a3.jpg

     

    I am not a super-detailer (not in TpF, not in CS, nor in SC4), you can find better close-ups elsewhere (i.e. realistic houses/properties with fences, gardens and other addons, different streets textures, castles, rail fences, etc - I have these mods but I am too lazy to use them lol and prefer just to look at the bigger scope of things in all these games). From a city builder perspective, some of the shortcomings of Transport Fever will be addressed in the second installment, such as street traffic lights (right now you need to put them manually like props in CS...), one-way roads/motorway intersections (currently only available in a mod with limitations), among others.

    This is what Transport Fever can do right now, from a transportation management aspect. You can of course change the color of the routes at will, for me, I assigned red to all air routes, light blue to passenger ferries, marine blue to cargo ships, black to cargo trains, and any color (including the ones mentioned) to different passenger trains. The second image is just train routes. You can by default turn on or off any specific number of icons (as the former pictures show, with all icons hidden). Should be similar, but improved, in the next installment. Relatively few people use air (a decent rail route will destroy air ridership on a similar air route in most cases), and this is expected to be fixed in Transport Fever 2. Like in OTTD, there are cargo chains (farm>food processing, for example), which will remain and likely be expanded upon in TpF2, but my focus in this map is in passengers:

    5cc4096add459_TransportFever3.jpg.28c52aaafbd94325a05095f0f3bbcb9e.jpg5cc40aefec195_TransportFever4.jpg.43087d8d38d2b209ce9ab842a3f19122.jpg

    Maximum size from a heightmap is 36 megapixels, or about 575 km2 (i.e. 24x24 km, or any combination leading to 36 megapixels, this map is around 42x13 km I believe, so the pictures above only display a small part of the whole region), in comparison with CS' fixed 18x18 km (with mods). New ingame editors in the upcoming release should greatly ease map creation and editing, compared to the current release.

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    hey there just wondering where I could please download this map too which are in the screenshots above? would be greatly appreciated if somebody could let me know please

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