History VideoGame / Locomotion

5th Nov '16 2:03:28 PM OnGreenDolphinStreet
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* TheComputerIsACheatingBastard: The AI tends to inexplicably hog all the resources to themselves on a competing line
** Their station going to a farm may have hundreds of units of grain waiting for pick-up, while your station right next to theirs is empty.
** This can happen even if you're the one supplying the resources to an industry that needs them; if your train is running that grain to a food plant and you have a second train there to pick up the food and transport it, the AI can build a train running to the plant and leach off your hard work.
** Even if their vehicles aren't transporting the cargo to a place that needs them, their stations will hog it. This can lead to your train with boxcars for food leaving the food plant empty, while the AI's ''bus station'' nearby has 200 units of food sitting there. At this point it's obvious the system is just built to sabotage you even if it doesn't benefit AI players.
* GuideDangIt: Any given piece of industry can never supply more than roughly 3/4 of its production to a single loading spot (preferring to lose the rest), but will start supplying 100% when serviced by two (i.e. two 2-tracks railway stations will net more goods for transportation that one 4-tracks station). Even more "obvious", only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random production increase in raw industries.
* HollywoodHistory: The range of eras the game allows you to play through includes TheEdwardianEra, GenteelInterbellumSetting, TheFifties, TheSixties, TheSeventies, TheEighties, TheNineties and TurnOfTheMillennium.

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* TheComputerIsACheatingBastard: TheComputerIsACheatingBastard:
**
The AI tends to inexplicably hog all the resources to themselves on a be favored for cargo distribution between competing line
** Their station going to a farm may have hundreds of units of grain waiting for pick-up, while your station right next to theirs is empty.
** This can happen
lines, even if you're the one supplying the resources to an industry that needs them; if your train service is running that grain to a food plant and you have a second train there to better than theirs or they don't even pick up the food and transport it, cargo.
** Most of the exploits you could use to fight back against
the AI can build in ''Transport Tycoon'' were patched up. You can't block a rival line while it's being constructed since the tiles where the line will be are all "reserved" in advance and blocked off to other players. You can't crash a train running to the plant and leach off your hard work.
** Even if their vehicles aren't transporting the cargo to a place that needs them, their stations will hog it. This can lead to your train with boxcars for food leaving the food plant empty, while
into the AI's ''bus station'' nearby has 200 units of food sitting there. At this point it's obvious the system is just built trains since they can't cross into other companies' rails. Trains will clip right through road vehicles on level crossings, making it impossible to sabotage you even if it doesn't benefit AI players.
destroy a rival's trucks or buses with your trains.
* GuideDangIt: Any given piece of If an industry can is served by only one station, it will never supply more than roughly 3/4 75% of its production to a single loading spot (preferring it. The only way to lose the rest), but will start supplying transport 100% when serviced by two (i.e. two 2-tracks railway stations will net of an industry's production is to service it with more goods for than one station. Achieving 100% transportation that one 4-tracks station). Even more "obvious", is the only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random way of increasing production increase in raw of primary industries.
* HollywoodHistory: The range of eras the game allows you to play through includes TheEdwardianEra, GenteelInterbellumSetting, TheFifties, TheSixties, TheSeventies, TheEighties, TheNineties and TurnOfTheMillennium. Period-appropriate music is included for each era, with Scott Joplin ragtime in 1900-20, jazz in 1920-50 and various forms of rock and pop from 1950 onwards.



** You can sabotage the cheating AI's road networks by building a tram or train track across the road their cars are using, dump an engine or tram on the crossroads, and let it sit there blocking their trucks. You can also build a road for their trucks to use, then demolish that road and watch their trucks crash. Sadly, those are about the only underhanded tactics you can use in ''Locomotion'', a far cry from what you could do in ''VideoGame/TransportTycoon''.

to:

** You can sabotage the cheating AI's road networks by building a tram or train track across the road their cars are using, dump an engine or tram on the crossroads, and let it sit there blocking their trucks. You can also build a road for their trucks to use, then demolish that road and watch their trucks crash. Sadly, those are about the only underhanded tactics you can use in ''Locomotion'', a far cry from what you could do in ''VideoGame/TransportTycoon''.''Transport Tycoon''.



** When two vehicles or convoys collide (except in a road/train collision -- in that case, unlike in ''VideoGame/TransportTycoon'', the road vehicle will escape unscathed), the vehicles will explode into a fireball. This occurs even if the vehicles aren't carrying flammables of any type, such as an electric passenger train.

to:

** When two vehicles or convoys collide (except in a road/train collision -- in that case, unlike in ''VideoGame/TransportTycoon'', ''Transport Tycoon'', the road vehicle will escape unscathed), the vehicles will explode into a fireball. This occurs even if the vehicles aren't carrying flammables of any type, such as an electric passenger train.
5th Nov '16 1:40:33 PM OnGreenDolphinStreet
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Not to be confused with the ''VideoGame/RailroadTycoon'' series; despite the "Tycoon" suffix being common between them, the only connection is the company that produced them. Sid Meier did the ''Railroad Tycoon'' series, while Chris Sawyer did ''Transport Tycoon'' and ''Locomotion''.
5th Nov '16 1:39:19 PM OnGreenDolphinStreet
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* AddedAlliterativeAppeal: Used in names of scenario maps for new games, vast majority of those that don't use "Region name - Starting Year" template. At least one prominent feature of the map is usually covered.
** "Oil Oasis" for a map with landscape styled after a desert, with oil wells representing big share of industries, and oil transpotation being the map objective.
** "Race to Read" for a map with objective to deliver certain tonnage of paper to printing works industries in time.
** "Vapid Volcano" is a map with landscape forming a crater-like shape in the center making use of ashen tiles.
** "Vache and Vineyards" is a map with unusually large number of livestock farms ("Vache" is French for "cows") and grape farms industries.
** "Boulder Breakers" is a beginner's level map, a single small island in the center of large water body, with less than ten cities and industries combined. Not like more could fit on such a small patch of land.
** On "Bottleneck Blues" a high ridge runs through big plain, the "bottleneck" referring to small section of no elevation in the ridge, kind of a pass through the mountains.
** "Clifftop Climb" is split by very large abrupt elevation of one half of the map over the other.

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* AcceptableBreakFromReality: The events of events such as TheGreatDepression, WorldWarII or the 1970's oil crisis are not simulated by the game.
* AddedAlliterativeAppeal: Used in Scenario names of scenario maps for new games, vast majority of those that don't use aren't of the "Region name - Starting Year" template. variety make use of this. At least one prominent feature of the map is [[ExactlyWhatItSaysOnTheTin usually covered.
covered]].
** "Oil Oasis" for is a desert map with landscape styled after a desert, filled with oil wells representing big share of industries, and an objective involving oil transpotation being the map objective.
transportation.
** "Race to Read" for a map with objective to deliver certain tonnage has the transportation of paper to printing works industries in time.
as its objective.
** "Vapid Volcano" is a map with landscape forming a crater-like shape in the center making use of ashen tiles.
volcano-shaped map.
** "Vache and Vineyards" is a map with unusually large number features lots of livestock farms ("Vache" is French for "cows") and grape farms industries.
vineyards.
** "Boulder Breakers" is a beginner's level map, a single small island in the center of large water body, map with less than ten only three cities and industries combined. Not like more could fit on such a small patch of land.
four industries.
** On "Bottleneck Blues" features a high ridge runs large mountain range with a small passage going through big plain, the "bottleneck" referring to small section of no elevation in the ridge, kind of a pass through the mountains.
it.
** "Clifftop Climb" is split by in two by way of a very large large, abrupt elevation of one half of the map over the other.difference.



** AI rivals and town councils, have the propensity for adding senseless elevations and choosing bad bridge types for curved tracks on more or less uneven terrain. Both hurt advanced vehicles by capping their speed while not saving much money during construction.

to:

** AI rivals and town councils, have the propensity for adding senseless elevations and choosing bad bridge types for curved tracks on more or less uneven terrain. Both hurt advanced vehicles by capping their speed while not saving much money during construction. At least the AI's pathfinding has somewhat improved since the ''Transport Tyccon'' days.



* AwesomeButImpractical: The earliest planes available can only carry a very small amount of cargo. Go ahead and transport those 8 people across the map in an instant, You won't make any money, but it's cool to do!

to:

* AwesomeButImpractical: The earliest planes available can only carry a very small amount of cargo. Go ahead and transport those 8 people across the map in an instant, instant. You won't make any money, but it's cool to do!



* InCaseYouForgotWhoWroteIt: Chris Sawyer from the full name is at the very least a guy whose name coincides with that of the main guy behind the game development. Googling just "Locomotion" is likely to produce results on non-game meaning of the word first.

to:

* HollywoodHistory: The range of eras the game allows you to play through includes TheEdwardianEra, GenteelInterbellumSetting, TheFifties, TheSixties, TheSeventies, TheEighties, TheNineties and TurnOfTheMillennium.
* InCaseYouForgotWhoWroteIt: Chris Sawyer It's not just ''Locomotion'', it's '''''Chris Saywer's''''' ''Locomotion''! Just to drive the point home, the box also advertises that it's from the full name is at the very least a guy whose name coincides with that "the creator of the main guy behind the game development. Googling just "Locomotion" is likely to produce results on non-game meaning of the word first.''RollerCoasterTycoon''".



** You can expand a station's service radius by building adjacent stops. You can do this repeatedly, allowing a single stop to service an entire town.
*** However you can only do this to a certain extent, after that you will not be able to expand the station any further, due to it being to spread out.
** You have full reign to turn the cheating back on AI opponents by building a tram or train track across the road their cars are using, dump an engine or tram on the crossroads, and let it sit their blocking their trucks. You can also build a road for their trucks to use, then demolish that road and watch their trucks crash.

to:

** You can expand a station's service radius by building adjacent stops. You can do this repeatedly, allowing a single stop to service an entire town.
***
town. However you can only do this to a certain extent, after that you will not be able to expand the station any further, due to it being to too spread out.
** You have full reign to turn can sabotage the cheating back on AI opponents AI's road networks by building a tram or train track across the road their cars are using, dump an engine or tram on the crossroads, and let it sit their there blocking their trucks. You can also build a road for their trucks to use, then demolish that road and watch their trucks crash. Sadly, those are about the only underhanded tactics you can use in ''Locomotion'', a far cry from what you could do in ''VideoGame/TransportTycoon''.



** When two vehicles or convoys collide (except the train in a road/train collision), the vehicles will explode into a fireball. This occurs even if the vehicles aren't carrying flammables of any type, such as an electric passenger train.

to:

** When two vehicles or convoys collide (except the train in a road/train collision), collision -- in that case, unlike in ''VideoGame/TransportTycoon'', the road vehicle will escape unscathed), the vehicles will explode into a fireball. This occurs even if the vehicles aren't carrying flammables of any type, such as an electric passenger train.


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* PublicDomainSoundtrack: The songs that play during the 1900-20 era are public-domain Scott Joplin rags. Since most popular songs after 1923 are still in copyright, the rest of the soundtrack averts it by using original compositions.
22nd Oct '16 12:24:35 AM Mikeyfan93
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* MythologyGag: The track [[https://www.youtube.com/watch?v=sqA0ouv_XDA "Techno Torture"]] was originally in ''[=RollerCoaster=] Tycoon 2'' as the [[https://www.youtube.com/watch?v=-Ncmi_3uLKE "Modern"]] track, but with a drum beat.
22nd Sep '16 4:52:09 PM wuzzle22
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** AI enemies have the propensity for adding senseless elevations and choosing bad bridge types for curved tracks on more or less uneven terrain. Both hurt advanced vehicles by capping their travelling speed while not saving much money during construction.
** Boats tend to have trouble finding a route between ports, even if it's a straight line.
* AwesomeButImpractical: The earliest planes available can only carry tiny cargoes. Go ahead, transport those 8 people across the map in an instant! It won't make you any money, but it's cool to do!

to:

** AI enemies rivals and town councils, have the propensity for adding senseless elevations and choosing bad bridge types for curved tracks on more or less uneven terrain. Both hurt advanced vehicles by capping their travelling speed while not saving much money during construction.
** Boats Ships tend to have trouble finding a route between ports, even if it's a straight line.
line. Thankfully this can be averted by using waypoints.
* AwesomeButImpractical: The earliest planes available can only carry tiny cargoes. a very small amount of cargo. Go ahead, ahead and transport those 8 people across the map in an instant! It instant, You won't make you any money, but it's cool to do!



*** However you can only do this to a certain extent, after that you will not be able to expand the station any further, due to it being to spread out.



** The same happens if a truck, bus or anything else goes off road or if you sell the track or road under a train or road vehicle, unless its broken down.

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** The same happens if a truck, bus or anything else goes off road or if you sell the track or road under a train or road vehicle, unless its it's broken down.
27th Jul '16 7:16:33 AM Morgenthaler
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Made by Chris Sawyer of RollerCoasterTycoon fame, Chris Sawyer's Locomotion is the SpiritualSuccessor to ''Videogame/TransportTycoon''. The player is cast as a transportation manager in various locations. Via road, rail, sea, and/or air, the player is given the objective to build a transportation empire that spans the map. Provide the supply, meet the demand, make money, and prove yourself a transportation tycoon.

to:

Made by Chris Sawyer of RollerCoasterTycoon ''VideoGame/RollerCoasterTycoon'' fame, Chris Sawyer's Locomotion is the SpiritualSuccessor to ''Videogame/TransportTycoon''. The player is cast as a transportation manager in various locations. Via road, rail, sea, and/or air, the player is given the objective to build a transportation empire that spans the map. Provide the supply, meet the demand, make money, and prove yourself a transportation tycoon.
14th Jul '16 6:44:57 AM morenohijazo
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* MusicIsEighthNotes: The jukebox tab within the options menu is represented by four eighth notes on a score.
12th Jan '16 11:03:09 PM wuzzle22
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Made by Chris Sawyer of RollerCoasterTycoon fame, Chris Sawyer's Locomotion is the SpiritualSuccessor to ''Videogame/TransportTycoon''. The player is cast as a transportation manager in variable locations. Via road, rail, sea, or air, the player is given the objective to build a transportation empire that spans the map. Provide the supply, meet the demand, make money, and prove yourself a transportation tycoon.

to:

Made by Chris Sawyer of RollerCoasterTycoon fame, Chris Sawyer's Locomotion is the SpiritualSuccessor to ''Videogame/TransportTycoon''. The player is cast as a transportation manager in variable various locations. Via road, rail, sea, or and/or air, the player is given the objective to build a transportation empire that spans the map. Provide the supply, meet the demand, make money, and prove yourself a transportation tycoon.
14th Aug '15 11:57:10 AM DrakeClawfang
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* Their station going to a farm may have hundreds of units of grain waiting for pick-up, while your station right next to theirs is empty.
* This can happen even if you're the one supplying the resources to an industry that needs them; if your train is running that grain to a food plant and you have a second train there to pick up the food and transport it, the AI can build a train running to the plant and leach off your hard work.

to:

* ** Their station going to a farm may have hundreds of units of grain waiting for pick-up, while your station right next to theirs is empty.
* ** This can happen even if you're the one supplying the resources to an industry that needs them; if your train is running that grain to a food plant and you have a second train there to pick up the food and transport it, the AI can build a train running to the plant and leach off your hard work.
14th Aug '15 11:52:46 AM DrakeClawfang
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Made by Chris Sawyer of RollerCoasterTycoon fame Chris Sawyer's Locomotion is the SpiritualSuccessor to ''Videogame/TransportTycoon''.

to:

\n\nMade by Chris Sawyer of RollerCoasterTycoon fame fame, Chris Sawyer's Locomotion is the SpiritualSuccessor to ''Videogame/TransportTycoon''.
''Videogame/TransportTycoon''. The player is cast as a transportation manager in variable locations. Via road, rail, sea, or air, the player is given the objective to build a transportation empire that spans the map. Provide the supply, meet the demand, make money, and prove yourself a transportation tycoon.



NeedsWikiMagicLove.

to:

NeedsWikiMagicLove.Not to be confused with the ''VideoGame/RailroadTycoon'' series; despite the "Tycoon" suffix being common between them, the only connection is the company that produced them. Sid Meier did the ''Railroad Tycoon'' series, while Chris Sawyer did ''Transport Tycoon'' and ''Locomotion''.



* ArtificialStupidity: AI has propensity for adding senseless elevations and choosing bad bridge types for curved tracks on more or less uneven terrain. Both hurt advanced vehicles by capping their travelling speed while not saving much money during construction.
* AnEntrepreneurIsYou: You buy vehicles to make a profit by transporting goods, passengers and a lot of other things as well.
* GuideDangIt:
** "Roll-on-Roll-off", or "Ro-Ro" for short, railroad station layout. Computer-controlled players never use it, start screens do not have it. A novice player has three options: stick with the simplest low-efficiency designs, bring knowledge of "Ro-Ro" from an external source, or reinvent the wheel so to speak.
*** [[http://www.locomotiondepot.net/networks/rorostats Ro-Ro Station Guide]]
** Any given piece of industry can never supply more than roughly 3/4 of its production to a single loading spot (preferring to lose the rest), but will start supplying 100% when serviced by two (i.e. two 2-tracks railway stations will net more goods for transportation that one 4-tracks station). Even more "obvious", only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random production increase in raw industries.

to:

* ArtificialStupidity: AnEntrepreneurIsYou: You buy vehicles to make a profit by transporting goods, passengers and a lot of other things as well. This game takes it a bit further, however, in that supply and demand allows you to speed up city growth, and you can create roadways and raise and lower land to affect where new houses and buildings are placed as the city grows. Though you only control the transit companies, a player that does a good job of it can also serve as an urban planner in this way.
* ArtificialStupidity:
**
AI has enemies have the propensity for adding senseless elevations and choosing bad bridge types for curved tracks on more or less uneven terrain. Both hurt advanced vehicles by capping their travelling speed while not saving much money during construction.
** Boats tend to have trouble finding a route between ports, even if it's a straight line.
* AnEntrepreneurIsYou: You buy AwesomeButImpractical: The earliest planes available can only carry tiny cargoes. Go ahead, transport those 8 people across the map in an instant! It won't make you any money, but it's cool to do!
* BoringButPractical: Trucks won't make you a fortune; in fact they'll usually barely make back their operating costs. But when the oil field is just six squares away from the refinery, they're a reliable way to transport that oil so a train or ship can pick up the produced goods.
* TheComputerIsACheatingBastard: The AI tends to inexplicably hog all the resources to themselves on a competing line
* Their station going to a farm may have hundreds of units of grain waiting for pick-up, while your station right next to theirs is empty.
* This can happen even if you're the one supplying the resources to an industry that needs them; if your train is running that grain to a food plant and you have a second train there to pick up the food and transport it, the AI can build a train running to the plant and leach off your hard work.
** Even if their
vehicles to make a profit by aren't transporting goods, passengers and the cargo to a lot of other things as well.
* GuideDangIt:
** "Roll-on-Roll-off", or "Ro-Ro" for short, railroad station layout. Computer-controlled players never use it, start screens do not have
place that needs them, their stations will hog it. A novice player has three options: stick This can lead to your train with boxcars for food leaving the simplest low-efficiency designs, bring knowledge of "Ro-Ro" from an external source, or reinvent food plant empty, while the wheel so AI's ''bus station'' nearby has 200 units of food sitting there. At this point it's obvious the system is just built to speak.
*** [[http://www.locomotiondepot.net/networks/rorostats Ro-Ro Station Guide]]
**
sabotage you even if it doesn't benefit AI players.
* GuideDangIt:
Any given piece of industry can never supply more than roughly 3/4 of its production to a single loading spot (preferring to lose the rest), but will start supplying 100% when serviced by two (i.e. two 2-tracks railway stations will net more goods for transportation that one 4-tracks station). Even more "obvious", only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random production increase in raw industries.


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* LoopholeAbuse:
** You can expand a station's service radius by building adjacent stops. You can do this repeatedly, allowing a single stop to service an entire town.
** You have full reign to turn the cheating back on AI opponents by building a tram or train track across the road their cars are using, dump an engine or tram on the crossroads, and let it sit their blocking their trucks. You can also build a road for their trucks to use, then demolish that road and watch their trucks crash.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Locomotion