First Mainline Section - S3E03 ║ Workers and Resources: Soviet Republic

แชร์
ฝัง
  • เผยแพร่เมื่อ 28 ก.ย. 2024
  • ** Voiceover done with Amazon's Polly text-to-speech engine **
    Support me on Ko-fi:
    ko-fi.com/hmuda
    Link to the ‪@CharliePryor‬ video, you can find the explanation on the nighttime brightness in the description:
    • THE BIGGEST UPDATE EVE...
    Mod Collection:
    steamcommunity...

ความคิดเห็น • 50

  • @Yookusagra
    @Yookusagra ปีที่แล้ว +19

    Hey Hmuda, would it make sense to continue the mainline embankment between the town overpass and the farm overpass? Over the river seems like an odd height drop that a real railway wouldn't have - and a tall bridge over the river might be visually interesting.
    In the timelapse at the end, those streetside paths are quite lovely! I like the framing effect they have, and citizens will have lots of options for walking.

    • @Hmuda
      @Hmuda  ปีที่แล้ว +3

      My thought process was a cost saving one. The same reason why bridges go from embankment to embankment, they are as short as possible, cutting down on material and engineering costs. So, bringing the embankment down would cut down on the cost of moving all that dirt. It makes no difference in terms of game mechanics, I just tried to apply a bit of IRL logic to it, but I have no idea if it actually made sense, it just felt right. :)

  • @puransu20
    @puransu20 ปีที่แล้ว +1

    that railway/road smoothing method is so smart, terrain in this game is so finnicky to the point that I stopped playing more than a year ago because it's impossible to make roads and railways do what you want to without them turning ugly with the occasional bumps and clipping issues. definitely steal this method from you, thanks

  • @Lancelot_Jago
    @Lancelot_Jago ปีที่แล้ว +4

    I see the road and rail smoothing is still an issue. I would like to think the developer would make that a priority over all the other mechanics being introduced. I’ve stopped playing due to the frustration of building realistic looking pathways for vehicles. Thanks for keeping my interest in the game high. Cheers 🇦🇺

  • @m1shuC
    @m1shuC ปีที่แล้ว

    Glorious time-lapse, comrade Hmuda!

  • @generalfoxer2571
    @generalfoxer2571 ปีที่แล้ว +1

    I stopped watching gaming content some time ago, but I have to watch this!
    Can't wait to see how it progresses.

  • @PhilippVonVangerow
    @PhilippVonVangerow ปีที่แล้ว

    Great trick for smoothing terrain. Thanks for showing!

  • @raptor22o90
    @raptor22o90 ปีที่แล้ว

    Well, these tracks will no longer remove the breakfast and the kidney stones from the users. Sadly the hospitals will have to deal with them.

  • @andreichernyshev1
    @andreichernyshev1 ปีที่แล้ว

    would be nice to see you take this pretty much to end game.

  • @glangercloudheroe2481
    @glangercloudheroe2481 ปีที่แล้ว

    no entiendo casi nada de lo que dice , pero igual disfruto bastante su contenido workers and resources

  • @LucVanDerWolde
    @LucVanDerWolde ปีที่แล้ว

  • @kyle5277
    @kyle5277 ปีที่แล้ว +10

    Can you name your clothing industry Satsumigrad? I love that you are bringing the epic Hmudagrad back!

    • @Hmuda
      @Hmuda  ปีที่แล้ว +2

      Of course. :)

  • @王沛升
    @王沛升 ปีที่แล้ว +5

    Actually, you can cancel the demoshing if there's no fuel or other other products inside a building (or rail, powerline, etc) if the demolish haven't started. Once it started, you cannot reverse the demolishing. And if there's any product on site, they will be turn into waste (according to product tyoe, petrochemicals will become toxic waste), and subsequently unable to cancel demolish.

    • @ChrisJohnson-of8fh
      @ChrisJohnson-of8fh ปีที่แล้ว

      Yes I was saying “no! Not all that steel and electrical components!” When the entire line was scrapped

    • @Hmuda
      @Hmuda  ปีที่แล้ว +1

      Oh well, we started with more money for just such eventualities. :D

  • @gaborfeher741
    @gaborfeher741 ปีที่แล้ว +5

    It's impressive how precise and creative your design always.
    You not attached the brightness video link, but I already know this function.🙂

    • @Hmuda
      @Hmuda  ปีที่แล้ว +1

      Added it now, lets hope I remember it for the next video. :)

  • @FirestormMk3
    @FirestormMk3 ปีที่แล้ว +3

    Looking forward to night! Also, I appreciate you being a kindred spirit who also gets hung up on making railroad grades at least in the ballpark of reality.

  • @ltk4192
    @ltk4192 ปีที่แล้ว +1

    At the call of the socialist heart

  • @tohkai1959
    @tohkai1959 ปีที่แล้ว +1

    excellent games but by god did I turn the music off fast

    • @Hmuda
      @Hmuda  ปีที่แล้ว

      To each their own I guess, i love the music, even after listening to it for so long. :D

  • @ShMokou
    @ShMokou ปีที่แล้ว +1

    I've always play this game on hardest difficulty, and my republic always looks like industrial hell.
    Glad to see some neat town for once.

  • @docgp1789
    @docgp1789 ปีที่แล้ว +1

    😁

  • @Yacovo
    @Yacovo 5 หลายเดือนก่อน

    Bridges: the best way to get across gaps and the easiest to forget to maintain. Thanks for the video.

  • @moralVplay
    @moralVplay ปีที่แล้ว

    Hello There! Thanks for the vid! have a nice day!

  • @esbenstrm6852
    @esbenstrm6852 ปีที่แล้ว

    Awesome, what map are you playing on?

  • @KerboOnYT
    @KerboOnYT ปีที่แล้ว

    Beautiful! I really like how you lay out your roads and rail lines

  • @weltraumvogel2
    @weltraumvogel2 ปีที่แล้ว

    Yay to day&night-cycle :-)

  • @grandfremdling3841
    @grandfremdling3841 ปีที่แล้ว

    Very nice

  • @Karelwolfpup
    @Karelwolfpup ปีที่แล้ว

    any idea what yer gonna call this first new town in Hmudastan? ^w^

    • @Hmuda
      @Hmuda  ปีที่แล้ว

      Not yet, will think of something. :)

  • @goncalogoncalves9447
    @goncalogoncalves9447 ปีที่แล้ว

    😁😁😁😁

  • @lakhdarfella5367
    @lakhdarfella5367 ปีที่แล้ว

    🎉❤🎉❤🎉❤

  • @alexsandrosanchesjunior4149
    @alexsandrosanchesjunior4149 ปีที่แล้ว +1

  • @dominikvonlavante6113
    @dominikvonlavante6113 ปีที่แล้ว

    I like your process/trick for building smooth embarkments. It never occurred to me to use the off-by one snapping trick. :-)

  • @sebastianjoseph9628
    @sebastianjoseph9628 ปีที่แล้ว

    I’m not seeing the link to that video in the description, but otherwise I’m loving this series and am so glad it’s back!

    • @Hmuda
      @Hmuda  ปีที่แล้ว +1

      Thanks, I knew I will forget it. Let's hope I remember to add it in the next one. :P

  • @Alex-rg5bl
    @Alex-rg5bl ปีที่แล้ว

    thanks for the video!

  • @TerribleResults
    @TerribleResults ปีที่แล้ว

    I can see that the midtown four way crossing is gonna get real busy. I'm also wondering if the tree-planting glitch is still there (where you can't plant trees on a place where you've previously removed a tree).

    • @Hmuda
      @Hmuda  ปีที่แล้ว +2

      Yeah, it is unfortunately. I kind of doubt it will get fixed at this point, might be something too hard coded, like the roads. Not a big deal, it gets fixed after a reload. :)

    • @KarolOfGutovo
      @KarolOfGutovo ปีที่แล้ว +1

      @@Hmuda If it'll be so busy why not make it a roundabout using the newfangled one way roads? Everything necessary to make it is in the game

  • @ShadowDragon1848
    @ShadowDragon1848 ปีที่แล้ว

    The streets are still just textures, aren´t they?

    • @antonisauren8998
      @antonisauren8998 ปีที่แล้ว

      What do you mean? They're proceduraly generated meshes along control splines with pathes in traffic grid. Same as always.

    • @ShadowDragon1848
      @ShadowDragon1848 ปีที่แล้ว

      @@antonisauren8998 Hmuda explained a while ago that the streets are just textures on the ground, not an entity like a building. Other games like Transport Fever make them into an entity. Helps the vehicle to be not so bumpy when you follow them, because they drive on a flat entity not on a different textured ground.

    • @antonisauren8998
      @antonisauren8998 ปีที่แล้ว

      ​@@ShadowDragon1848 You're totally wrong. They have nothing to do with ground textures, besides writing into splat map that controlls dirt under them. Right, they're not buildings. It's obvous they require completly different object class. Why every discreet segment is conformed to local terrain normal? Who know, probably without it there was too much clipping with terrain underneath with angled roads on slopes. Game uses rather large terrain grid after all, with variable teselation at range to make it worse for visuals.
      It might be better to make them perfect beziers between nodes with added slopes on the sides to hide gap under it, but it's decision to be made years ago on early predevelopment stage and wouldn't be intuitive to place or edit for players.

    • @ShadowDragon1848
      @ShadowDragon1848 ปีที่แล้ว

      @@antonisauren8998 Ok

    • @Hmuda
      @Hmuda  ปีที่แล้ว +1

      Yes, they are still just floating textures. The vehicles are still only riding on the terrain. It still looks a bit weird, which is why I rarely use the follow camera. :)

  • @Michael-ig8ne
    @Michael-ig8ne ปีที่แล้ว

    You can cancel demolition also by clicking the dynamite with the green arrow. Didn't know if you knew that when you accidentally deleted the power poles