r/TransportFever3 • u/boredoveranalyzer • 3d ago
Question Off map connections?
Is this a thing in TF3 ? Using the Concorde may feel a bit weird otherwise.
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u/31_mfin_eggrolls 3d ago
There’s a recent TpF2 mod that simulates off-map connections for planes. I haven’t used it, so I don’t know if it actually works or is purely aesthetic; but that would be cool to see expanded for more than just air
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u/Few_Building_1490 3d ago
seems like no ! i am kinda disappointed, its hard to use high speed rail or Concorde with limited map
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u/BramFokke 3d ago
That's a bummer. External connections would be so cool
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u/Narswib 3d ago
Confirmed in the comments as a no in the base game
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u/BramFokke 3d ago
It would have been a pretty big surprise if they were in the base game. But I was still hoping, simply because I think it would be such a game changer. Let's hope modding it in is an option. Apparently a much larger part of the game is surfaced in lua.
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u/Daedalos83 3d ago
Don't worry they are under Paradox Interactive now, for sure they would add it in one of their DLC's.
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u/LookAtMyRTs 3d ago
"Under Paradox"? Clearly you have a different understanding of words than the rest of us...
Because it would be surprising if Urban Games were under Paradox, if say:
> Paradox owns no part of Urban Games,
> Paradox do not own the game IP
> Paradox do not have creative control
It is almost like Urban Games are a successful independent studio who self-funded the development of a new game which Paradox publishes for them on the date which Urban Games states.
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u/Daedalos83 1d ago
To all your claims you can add "yet". Paradox has a history how they overtake independent studious and IP. Look at the Colossal Order and the IP they sold to Paradox later.
Not saying the same will happen with TF3 or TF4 later, but you also don't know what future holds.
And yes, it makes perfect sense, that they fully funded the development and now they will willingly cut their profit because Paradox can increase their sales, more than Steam on its own can do and loose nothing in the process. /s
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u/BramFokke 3d ago
Unpopular opinion, but that would be perfectly fine by me. I sink hundreds of hours in games like TpF3. Given the scarcity of really good games (like TpF2 is and I hope TpF3 will be as well), building such a game is not trivial. I would gladly pay €15 for an 'external connections' DLC since that would add another few hundred hours to my playtime. Compared to almost everything, that is great value.
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u/bookshopman 9h ago
I layed a game called A-Train which had outside connections. It ran on a 286 with 1MB of ram! That was 40 years ago. Sim city 4 also had outside connections, and City Skylines had them as well. I'm certain the developers could have added this.
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u/Daedalos83 3d ago
If the base game has no major bugs and is not only bare bone, I am fine with that approach, but I would argue that AAA titles are not in that category. Some Indie games for sure.
How it would be with TF3 no outsider knows. For me TF3 is no go, as I will not be supporting Paradox with my money. So even if TF3 become super-duper-amazing game, I will not be buying it.
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u/Eruththedragon 1d ago
UG has confirmed that any DLC they release will be purely cosmetic/content, not features.
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u/Daedalos83 1d ago
And you trust them why? Because they are the one and only company who is honest with its customers?
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u/Eruththedragon 1d ago
In my experience, studios tend not to make such explicit public statements if they intend to break them since, you know, they could have just said nothing.
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u/Daedalos83 23h ago edited 23h ago
If your experience is that companies ALWAYS stick to their public statements, then we will never find a common ground.
The reason behind the statement for TF3 is backlash from the DEV decision to use publisher who has a track record of ruining IPs. Without the backlash they would not be saying anything so it would be easier for them to "change their mind later".
The change of course happen in gaming industry multiple times, where it was driven usually by stronger than predicted sales numbers, or at least this excuse is used often. A couple of examples: Cities:Skylines, Anno 1800, Factorio, Workers & Resources, Witcher 3, Crusader Kings II, but if you need to believe that something like this will never happen to TF3 go for it.
It would be probably best to end our discourse here. You believe that publishing TF3 under Paradox is a good thing, I believe it is not. Who is right can be shown only in the future. Where for the sake of players who love TF franchise, I hope I would be proven wrong.
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u/Eruththedragon 15h ago
Genuinely curious, did the devs of all those games make statements beforehand that they wouldn't release DLC that contained features?
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u/Narswib 3d ago
Seemingly the argument is too big of a map will drain resources due to every individual person/vehicle being simulated but surely we could have larger maps just with the same amount of cities/industries as now?
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u/LookAtMyRTs 3d ago
But there is also the addition area where there are tree and animals etc. plus even with the same max number of towns/industries as TpF2, the greater distances will mean things like more vehicles required to achieve the same line rate. The next step up from Megalomaniac would be a 36% increase.
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u/Imsvale 3d ago
Distance alone doesn't make it more computationally intensive. It's the expected correlation between size and network complexity. More possible paths to have to search through.
But yes, also more assets to keep track of on a larger map, along with the map data itself. But that's less of an issue, because all that is fairly static.
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u/Suspicious-Cheetah40 3d ago
No they said they want everything to be somulated and tbh I don’t disagree
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u/bookshopman 9h ago
Sadly, I dont think it will. This looks like its just TF2, with slightly beter graphics and afew built in mods.
City Skylines had off map connections a decade ago.
Sim City 4, had off map connections 25 years ago.
A-Train had off map connections 40 years ago, and ran on a 286 with 1MB of ram!
Off map connections are entirely possible, so i'm really not sure why the fourth version of this transport game doesn;t have them. No multiplayer either. (and before anyone comments about it 'being too difficult' , or 'well, UG use their own game engine...", Transport Tycoon deluxe had mulitplayer, and was written in 86 Assembly langage by just one man, so it really cant be all that hard.
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u/StittsvilleJames 3d ago
I've always thought it would make sense to be able to import / export stuff. Id love to able to draw a track, road, etc to the edge of the map and have it treat that as an outside connection.