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Chapter 1: Step D is displayed but it is not coded
Chpater 2: {name} (city name) is not displayed in the summary
Chapter 2: {cbor} variable is not displayed
Chapter 3: When building the railway, you can't see the end point because of the trees. But you have not told the user to enable tree transparency (this should be in Chapter 1, it is the part that is missing)
Bugs:
Chapter 2: Step C: After starting adding stops, a lot of pop-ups appeared non-stop with the text 'D, 1' (number changed when I added more stops)
Chapter 2: Step F: I created a wrong line, I see now a lot of pop-ups with the text (true .. 2 ) .. ?? 3. I think those pop-ups are for debugging only, but you intentionally said in Chapter 1 to enable them. Why?
Chapter 3: Step H: Only slope tools under Landscape are available but I need the others to modify the terrain underground. I can't continue. Critical bug.
Also, I had the very same problem as Huperspace on Chapter 7 and I couldn't finish the scenario...
Feedback:
I think Chapter 7 is really more of the same. I don't think it adds any value...
Some of the concepts could be better explained (why we set a minimum wait time?, for example)
The problem with the pause button is on the way to be solved, when a tool is used and the game is paused it will show a warning message.
Certainly, this is so because there is no immediate way to differentiate a passenger station from a merchandise or mail station, this is a limitation of the simutrans code I'm afraid.
There is an error that I did not realize, the "remove" tool should be available in case the station is wrong, I will correct this.
Are you referring to return trips (selecting the same stops in the reverse direction)? I have avoided doing this so as not to extend things too much since the tutorial is a bit long.
Well, just missing some informational text here (I think so).
Again, there is no direct way to differentiate between one and the other, however in this case it is not something that can cause a jam.
It seems that I left a fixed numeric value there, I must check.
This I have to review more thoroughly, but it seems as if it only allows to advance with one line.
This should be reviewed more thoroughly, I should also mention that this is a supplement chapter, it is not as relevant as the previous ones.
Thank you very much for your help! I will solve the highest priority first.
Upgrade:
This is a problem with the schedule/lines when the vehicles are copied. This has already been resolved in the pak64 version but I need time to port all the changes from pak64 to pak128 (work in progress).
This I couldn't replicate, but I seem to have solved this in pak64 as well.
Then I will leave you the record of changes so far:
I have tried it and I have no problems building the tunnel, can you send a savegame?.
Certainly, at this point the most important things have already been explained, this chapter only complements a little (something like a mini challenge) so I don't give it much relevance.
If some things need to be explained better, although I must say I'm not very good at it, any help is welcome.
Of course. here's also a screenshot https://i.imgur.com/hXwcKJd.png
The savegame: https://michan.noho.st/nextcloud/s/YNjEL4GxB5FAJpy
I see, that works. It is an error on the translation then, it is referencing a non-existent button... I will have to fix it.
1- (pause button) The problem with the pause button is ready, but it will be necessary to update the version of ST, the code will be commented and the button inactive until then.
2 - (bad routing/schedules) I do not understand you.
3 - (signal placement) I think you mean add more information about the signals?.
4 - (no textual difference..) More explanatory text.
5 - (no naming of lines.) ??¿¿
6 - (no explanation why i have to do this (waiting time,...)) An explanatory text can be easily added.
7 - (not DAU proof (yet)) I don't understand here either.
Any help with explanatory / informative texts is always welcome, I'm actually not very good at playing ST, there are many functions that I have not even used in a real game, in fact the last time I played a real game was more than 5 years ago years (I think), so any help from an experienced player is always welcome, best regards!
As the tutorial scenario can be saved and continued, i don't think playtime is a problem.
only when you have to wait lot time until a part is skipped (when looking for a specific part).
I think a speration in different scenarios would be better. Basic, Adv, Expert.
Then you have to get some help or let another one create other parts, when freetime is fading.
you skipped important part because of "to complex/time-consuming", but learning the hard way later with Trial-And-Error (TAE) is more time-consuming, than doing it right in the much more forgiving tutorial.
Yes, and again do it right even when not needed (2- block signals, choosing signals,,..). #1 post
You didn't force the player to name any line to any naming scheme to differ them and knowing what they are doing by the name. It's important when having 100 of lines. (even on small 64x64 maps)
DAU (dumbest assumable user) or LUSER is a term for a ignorant computer user. Doing things they should not, or other may not even thought about, with the result in breaking things.
Thus a DAU proof system is indestructible. Software testers simulate such DAUs to find bugs.
You should play a real game, to know what you are writting about. A tutorial should teach well thought out things and not make starter mistakes (because of time).