TM - Juice Train

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Re: TM - Juice Train

Unread postby nedfumpkin » Thu Apr 08, 2010 6:23 pm

The bakeries aren't really doing that much. If anything they are mking my food trains top out at 5 cars a bit sooner.

I'm also running a separate line from Tamp to New York for most of the route. This is to lessen traffic and allow mt trains to run at top speed for most of the way. I'd gotten to about 47 loads of food delivered the last I checked, but the cereal plant was just coming online. So I hadn't hauled from there.

-----

On another note....the Chimps were introduced as players to allow for fictional players without having real photos of people, and not always being stuck on using the same old dudes. The idea was to have obvious nobodies for when you don't want a real person. Monopoly man was included because I plan on doing a scenario based on a Monopoly board with four railroads.

Of course, and as can be seen from the Campaign files 2 zip, old players can be re-introduced into the game if needed, or even new players if desired.

-----

The reason the shipyard produces sand is because otherwise the only source would be the sand pit. I think some mines also produce a bit, but the only reason was to have an alternate source for sand. This way sand can be included as a cargo without using sandpits. Service towers demand sand for the trains.
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Re: TM - Juice Train

Unread postby Blackhawk » Thu Apr 08, 2010 7:48 pm

nedfumpkin wrote:The bakeries aren't really doing that much. If anything they are mking my food trains top out at 5 cars a bit sooner.

I'm also running a separate line from Tamp to New York for most of the route. This is to lessen traffic and allow mt trains to run at top speed for most of the way. I'd gotten to about 47 loads of food delivered the last I checked, but the cereal plant was just coming online. So I hadn't hauled from there.


I don't think I had a separate rail line for Tampa to NY, but that might be a good idea. I did have a separate rail line from Tallahassee to Tampa but the 2 lines connected south of Gainsville so trains from West Palm beach could cross over.

I'm curious do you remember which locomotive upgrade did you chose at the start of the scenario?


nedfumpkin wrote:On another note....the Chimps were introduced as players to allow for fictional players without having real photos of people, and not always being stuck on using the same old dudes. The idea was to have obvious nobodies for when you don't want a real person. Monopoly man was included because I plan on doing a scenario based on a Monopoly board with four railroads.

Of course, and as can be seen from the Campaign files 2 zip, old players can be re-introduced into the game if needed, or even new players if desired.


A scenario based on Monopoly. That sounds like an interest project.
And I fully understand the need for a picture for fantasy people, and there's nothing wrong with monkeys. At the time it was just monkey/chimp overload with a few monkey based scenarios coming out at the same time :lol:

Edit: I've uploaded one of my saved games from 2010 on an earlier playtest of this map in case anyone wanted to see how I connected some cities. But the file size is 10.8 megs so I couldn't upload it onto the forum but you can download it from this link:
http://www.mediafire.com/?julju4vyyyo
Last edited by Blackhawk on Thu Apr 08, 2010 8:04 pm, edited 1 time in total.
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Re: TM - Juice Train

Unread postby nedfumpkin » Thu Apr 08, 2010 7:56 pm

At first I selected acceleration since in most scenarios with a speed requirement aceleration helps you more than overall speed. But I noticed that the SOO locos (FP45s) which I started with were breaking down alot So I then went with reliability, and I've stick with that.
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Re: TM - Juice Train

Unread postby Blackhawk » Thu Apr 08, 2010 8:15 pm

nedfumpkin wrote:At first I selected acceleration since in most scenarios with a speed requirement aceleration helps you more than overall speed. But I noticed that the SOO locos (FP45s) which I started with were breaking down alot So I then went with reliability, and I've stick with that.


I think I also went with reliability as the FP45s have a tendancy to break down a lot and the Double FP45s were useful for the NY to Tampa runs. I thought about acceleration but I figured the ability to gain an acceleration increase by shipping electronics would be enough. Are you sure the SOO engines are the FP45s? I thought the SOO were SD-40-2s and had a high reliability rating? I also used a few DD40AX's on key routes as they had a nice mix of acceleration, speed, and reliability, although they were fairly expensive. Also despite it being the modern age, I still used caboses on almost every train to cut down on breakdowns.
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Re: TM - Juice Train

Unread postby nedfumpkin » Thu Apr 08, 2010 8:20 pm

You're right the SOOs are Sd-40s...and you're also right that they have a high rating for reliability, But for some reason they kept breaking down on me so I only bought 3 in the beginning, and then all double FP45s (Santa Fe). I stayed with them exclusive after that and replaced and Sd 40s when I had the cash. Must've been made on Fridays. :)
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Re: TM - Juice Train

Unread postby Blackhawk » Thu Apr 08, 2010 8:46 pm

Strange that your SD40s broke down so often, maybe you got some of the last SD40s or some new SD40-2's and all the bugs weren't worked out of them.

Early on if you're desperate for a cheap engine the E-7 isn't a bad choice, although for 90k more I'd go with the FP-9's, since they have decent speed, acceleration, and reliability. With their above average acceleration they are also a decent early choice for trains that will be making frequent stops.

The future problem you'll face is when the FP45 doubles are no longer available in the early 1990s and you're struggling to figure out what to replace them with as they age and break down too often. They are indeed great for speed but costly to operate as you may have to replace them with some frequency. Although if you said you had multiple rail lines, a breakdown probably won't hurt your speed as much as if you were only using one line where all the other trains will be waiting.

I have to say I am enjoying having made a scenario and learning how someone else is playing it, since it seems several approaches you took were different than how I went about it, and yet for the most part it seemed we had comparable haulage numbers.
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Re: TM - Juice Train

Unread postby Hawk » Thu Apr 08, 2010 8:48 pm

Blackhawk wrote:But the file size is 10.8 megs so I couldn't upload it onto the forum but you can download it from this link:
http://www.mediafire.com/?julju4vyyyo

The size limit for file attachments is set at 15 MB. ;-)
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Re: TM - Juice Train

Unread postby Blackhawk » Thu Apr 08, 2010 8:53 pm

Hawk wrote:
Blackhawk wrote:But the file size is 10.8 megs so I couldn't upload it onto the forum but you can download it from this link:
http://www.mediafire.com/?julju4vyyyo

The size limit for file attachments is set at 15 MB. ;-)


Really? or did you just change that? Cause when I attempted to upload it it said the File size was limited to 10 mb or smaller.
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Re: TM - Juice Train

Unread postby Hawk » Thu Apr 08, 2010 8:55 pm

It's 10 MB for Private Messages but 15 MB in posts.
If it didn't work in a post please let me know because it should.
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Re: TM - Juice Train

Unread postby Blackhawk » Thu Apr 08, 2010 9:06 pm

"The file is too big, maximum allowed size is 10 MiB."

Just tried attaching it again and I get that error message.
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Re: TM - Juice Train

Unread postby Hawk » Thu Apr 08, 2010 9:09 pm

Let me check that again.

Edit 1: Try again. I made a change so it should work.
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Re: TM - Juice Train

Unread postby Blackhawk » Thu Apr 08, 2010 10:20 pm

Still no luck in uploading anything larger than 10mb.
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Re: TM - Juice Train

Unread postby Hawk » Thu Apr 08, 2010 10:33 pm

That's strange because I have the size limit set at 15 MB and I believe Ned or someone else attached a file larger than 10 MB one time.

I'll look a little further into this. It might be a server setting, which could take a little time to find and adjust. I did just recently move to a new server.
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Re: TM - Juice Train

Unread postby Blackhawk » Thu Apr 08, 2010 10:46 pm

Ned's also a moderator, could that have had an effect on the file size that he could upload?
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Re: TM - Juice Train

Unread postby Hawk » Thu Apr 08, 2010 11:07 pm

Good thought but no, that file size isn't limited to mods or admins.
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