Distance is the deciding factor here (until production really skyrockets) and the closer the farm is to the main farm station, the shorter your train/station can be. For coal and assuming a decent distance, I usually go for at least 7 tiles, and as such a 7-tile station.Īnother example, you're feeding a main farm station with cargo from nearby farms. This matters because for example, a train delivering coal from a mine to a power station across the entire map would be best helped by a long and powerful train that could be very long depending on the production your mines can manage. It says much about Sid Meier, a born game designer if ever there was one, that he tended to get some of his best work done when he was allegedly on vacation.This is really a question with a very complex answer. A few years after his significant other had lost all track of him on what she thought was a romantic getaway to the Caribbean but he came to see as the ideal chance to research his game Pirates!, another opportunity for couple time went awry in August of 1989, when he spent the entirety of a beach holiday coding a game about railroads on the computer he’d lugged with him. The experience may not have done his relationship any favors, but he did come home with the core of his second masterpiece of a game - a game that would usher in what many old-timers still regard as the golden age of computerized grand strategy. That Meier felt empowered to spend so much time on a game that featured no war or killing says much about the changing times inside MicroProse, the erstwhile specialist in military simulations and war games he had co-founded with the flamboyant former active-duty Air Force pilot “Wild” Bill Stealey. The first great deviation from the norm for MicroProse had been Meier’s first masterpiece, the aforementioned Pirates! of 1987, which Stealey had somewhat begrudgingly allowed him to make as a palate cleanser between the company’s military games. ![]() Openttd signals station bypass simulator#Īfter that, it had been back to business as usual for a while, with Meier designing a submarine simulator based on a Tom Clancy thriller (the audience synergy of that project was almost too perfect to be believed) and then a flight simulator based on the rampant speculation among aviation buffs about the Air Force’s cutting-edge new stealth fighter (the speculation would almost all prove to be incorrect when the actual stealth fighter was unveiled, leaving MicroProse with a “simulation” of an airplane that had never existed). ![]() Yet by the time the latter game was nearing completion in late 1988, a couple of things were getting hard to ignore. First was the warm reception that had been accorded to Pirates!, the way that entirely new demographics of players who would never have dreamed of buying any of MicroProse’s other games were buying and enjoying this one. And second was the fact that the market for MicroProse’s traditional military simulations, while it had served them well - in fact, served them to the tune of nearly 1 million copies sold of their most successful simulation of all, Sid Meier’s F-15 Strike Eagle - was starting to show signs of having reached its natural limit. ![]() If, in other words, MicroProse hoped to continue to increase their sales each year - something the aggressive and ambitious Stealey liked doing even more than he liked making and flying flight simulators - they were going to have to push outside of Stealey’s comfort zone. Openttd signals station bypass simulator#.
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