Part 12: Miscellaneous
Yes, in the last couple of years three programs have emerged which alter TT Deluxe's functionality:
In addition to these cheat programs, Chris Becke has published a page with technical details about some of the internals of the game. He is written a small program to decompress saved games into a more hackable format, which opens up the door for future cheat programs.
Yes! The install program on the CD doesn't copy all of the files to the hard drive. When you run TTD, it has to copy several files from the CD into memory, which can take (on some slow CD-ROM drives) up to thirty seconds. However, if you install TTD manually, it won't require the CD, and it will load much faster. Here's the procedure:
Disclaimer: This procedure worked for me, but if for some reason your TTD is different, it may not. I am not responsible for any harm you may encounter.
The scenarios that come with TTD
The TTD CD-ROM has several scenarios on it designed by the TT programmers. Most of these are pretty silly, but a few are worth playing. Here are descriptions of each scenario.
Temperate climate
This scenario is based on Scotland, and includes towns such as Edinburgh, Glasgow and Inverness. Profitable transport services include oil from the oil rigs to Aberdeen Refinery, passengers and mail from Edinburgh to Glasgow, and wood from the forests in the north to sawmills.
This is a saved game played on the Scotland scenario. There are several AI companies, but (as usual) they aren't very profitable. Notice that their train layouts have been designed by humans, not the AI! I'm not sure how well the AI is able to handle these layouts since they aren't the usual no-brainer type. The company that you own hasn't done anything except paying interest on its loan.
This map is filled with small islands. Most islands have a town or industry. There are a lot of coal mines, setting up coal transport services can be quite profitable. Also good are passenger services between islands, either with ships or trains. Transporting oil from oil rigs to refineries may also be profitable.
This map is dominated by two large landmasses and two small islands. There are four large cities: Fetbridge, Outburg Springs, Gruntown, and Pontbridge. Set up air service between them for a fast profit.
The name of this scenario is a little misleading... most of the map is covered with water. One main island and six small islands are the only "highlands" in this map. All the towns are small, so passenger transport is limited. Oil rigs and forests are the best bets for making money.
"bridges" is an appropriate name for this scenario since you'll need bridges to transport anything. A strip of land circles the entire map. Inside is a series of small islands. The best transport services are oil from oil rigs and coal from Fadston to Cunfingbridge.
Craters and small islands dots the map in the scenario. Each crater has a town in it -- but nobody actually lives there. This scenario is difficult because all of the industries are far apart.
This scenario is based on the area around where Chris Sawyer lives. See above for details. Profitable transport services include passengers and mail from Cardiff to Bristol, wood from the Coalford area to Stroud Sawmill, and cargo from farms to Twekesbury Factory.
Death marks this scenario -- all of the land forms a huge skull.
Does TT have any keyboard shortcuts?
Yes, indeed! Sick of using the mouse all of the time? These helpful keyboard shortcuts will save you time and strain on your wrists.
1-4 - Selects 4 types of track orientation when building track (and 1-2 for roads)
F1-F12, SHIFT+F1-SHIFT+F12 - Toolbar items (bug: does not work in Scenario Editor)
Z - Zoom and center on the mouse
C - Center on the mouse
Arrows on game world - Normal scroll
SHIFT+Arrows on game world - Turbo scroll
RIGHT-CLICK+DRAG on game world - Scroll (at mouse speed)
LEFT-CLICK+DRAG on map window - scroll the actual game world
RIGHT-CLICK+DRAG on map window - scroll inside the map window
BACKSPACE and DELETE - Close every window (very useful)
SPACE - Dismiss message/newspaper windows (the ones that appear
on the status bar)
ESCAPE - Return mouse status to normal (when builing track, signals, roads, bulldozing etc...)
ALT+CTRL+DEL - Brings up the 'Quit to DOS' window (from anywhere in the game). Does not reboot the machine! ...But why would you want to quit TT?
Transport Tycoon has three levels of difficulty, easy, medium, and hard, and a custom option allowing you more control of the difficulty. TT is the only game I know of that lets you change some of the difficulty settings in the middle of the game! The following table lists all the difficulty options, their minimum and maximum values, and the values preset for easy, medium, and hard levels.
Difficulty option | Minimum | Maximum | Easy | Medium | Hard
Max no. of competitors
| 0
| 7
| 2
| 4
| 7
| Competitors start time
| Immediately
| 9 months
| 6 months
| 3 months
| Immediately
| No. of towns
| Normal
| High
| Normal
| Normal
| High
| No. of industries
| Normal
| High
| High
| Normal
| Normal
| Max. Initial Loan
| $200,000
| $1,000,000
| $600,000
| $300,000
| $200,000
| Interest rate
| 2%
| 4%
| 2%
| 3%
| 4%
| Veh. running costs
| Low
| High
| Low
| Medium
| Medium
| Rival construction speed
| Very Slow
| Very Fast
| Medium
| Fast
| Fast
| Intelligence of competitors
| Low
| "High"
| Low
| Medium
| "High"
| Veh. breakdowns
| None
| Normal
| Reduced
| Normal
| Normal
| Subsidy multiplier
| x1.5
| x4
| x3
| x2
| x1.5
| Cost of contruction
| Low
| High
| Low
| Medium
| High
| Terrain type
| Flat
| Mountainous
| Flat
| Hilly
| Mountainous
| Quantity of sea/lakes
| Low
| High
| Low
| Low
| Medium
| Economy
| Steady
| Fluctuating
| Steady
| Fluctuating
| Fluctuating
| Train reversing
| End of line, | and at stations End of line
| End of line, | and at stations End of line
| End of line
| |
---|
Game Options, available under the Tools menu, allows you to change several selections about the game.
Currency - selects what type of money the game uses. The "conversion" rates are Pounds - x1, Dollars - x2, Francs - x10, Deutschmarks - x4, Yen - x20, and Pesetas - x20.
Road vehicles - determines whether the road vehicles travel on the left or right side of the road. You can't change this option once the first road vehicle is built.
Autosave - Determines when TT saves the game to the file 'AUTOSAVE'. Options are never, every 3 months, every 6 months, or every year.
Vehicle Design Names - TTD lets you rename the vehicles. If you hit the save button, the new vehicle names will be saved to VEHICLE.DAT. You can load in the names by selecting Custom instead of Default.
Distance - Determines whether to use miles or kilometers for speed and distances. The game appears to use the conversion factor 1 mile = 1.6 kilometers, rounding if necessary.
Town names - Lets you determine the random names of towns when a new game world is created. Options are English, French, German, American, Latin-American, and Silly. English or American is the default for the temperate and arctic climates, Latin-American is the default for the tropical climate, and Silly is used for "Toyland."
The purpose of the TT Mailing List is to allow players to discuss hints, news, rumors, strategies, and anything else TT-related in an unmoderated forum.
To join, simply input your email address and press Subscribe.
You can also subscribe by sending a blank email to tycoon-subscribe@makelist.com. The email address of the list is tycoon@egroups.com. You can find an archive of previous messages at http://www.egroups.com/list/tycoon.
How does the game calculate station ratings?
Josef "TTDPatch" Drexler sent in details on the formula that TT uses to the ratings of each cargo type waiting at a station. This rating is based on a 255 point scale and is made up of these components:
Points | Days elapsed for all carriers except ships |
Days elapsed for ships |
---|---|---|
130 | Less than 3 days | Less than 12 days |
95 | Less than 6 days | Less than 24 days |
50 | Less than 12 days | Less than 48 days |
25 | Less than 21 days | Less than 84 days |
0 | 21 days or longer | 84 days or longer |
Notice that ships receive extra leniency -- they can take four times as long as other transport types and still receive the same number of points. This is a subtle incentive to use ships, especially hovercraft, since they often have higher ratings and thus more cargo waiting for them at the docks.
Points | Units |
---|---|
130 | Less than 100 units |
120 | Less than 300 units |
100 | Less than 600 units |
90 | Less than 1,000 units |
55 | Less than 1,500 units |
0 | 1,500 units or more |
For liquid cargoes (oil, water, etc.) one "unit" is equal to 100 liters.
Points | Maximum speed |
---|---|
43 | 255 km/h or faster |
25 | Faster than 185 km/h |
0 | 85 km/h or slower |
Speeds above 255 km/h don't count any more than 255 km/h.
Points | Age at the end of the current year |
---|---|
33 | Newer than 1 year |
20 | Newer than 2 years |
10 | Newer than 3 years |
0 | 3 or more years old |
In the case of trains, the age of the last wagon is used instead of the engine. This provides a nice way to boost your ratings: frequently replace the last wagon while letting the rest of the train age gracefully.
Points | Intelligence level |
---|---|
63 | "High" |
31 | Medium |
0 | Low |
The computer really does cheat...
Finally, to calculate the rating, the game adds up the points from each component and then takes the percentage out of 255. So, if you have 255 or more points, you get a rating of 100%; 127 points gets your 50%, and so on.
Funding an advertising campaign in the nearest town provides a temporary boost to station ratings. However, after some time (six months?), the ratings will slowly converge to where they should be.
Station ratings always change slowly but steadily. Even if there's a sudden boost in performance, the rating will only slowly rise to the value given by the above formula. The opposite is true as well; if you stop servicing a station it might take a few months for the passengers to realize they aren't going anywhere. However, if one your vehicles is involved in a fatal crash, then the ratings in all nearby station could instantly plummet to zero.
Why worry about this?
The rating is used to determine how much cargo is shipped to your stations. Passengers, for instance, would rather avoid going to a station with a crappy performance record, knowing that they might have to wait months, years, or longer for a train to arrive. In cases where multiple stations are competing for the same cargo, then the station with the highest rating (even if the difference is only 1 point) will receive the lion's share. This becomes particularly important when the AI (with its inflated ratings) builds a competing station and suddenly all of your business evaporates.
In the real world, a passenger who keeps experiencing delays in departure might give up, demand a refund for their ticket, and storm off. The same is true in TT; if your station rating drops below 50% then some of your waiting cargo will start to disappear. And if the rating continues to drop, there just might not be much cargo left when your carrier finally arrives.
How can I increase my company's performance rating?
(Much of this information was sent in by Josef Drexler.)
TT ranks each player and AI company on a 1,000 point scale. These points are assigned based on whether each company has met certain objectives. Most of the objectives are proportional: if you fully meet it, then you get the maximum number of points; if you only complete half of the objective, you get 50% of the points, etc. The objectives and the number of points possible for each one are listed below:
Max. points | Objective |
---|---|
400 | 40,000 units of cargo delivered during the span of the last four quarters. This objective is worth 40% of your total rating, so it's important to meet this one if you want a high score. To increase your delivered cargo, you'll need more services, faster vehicles, and more efficient layouts. It would also be nice if several industries increased their production, but unfortunately you have little control over that. |
100 | 120 vehicles in operation Since TT will only let you build a maximum of 80 trains (unless you apply TTDPatch), this objective requires you to diversify the services you build. Hint: As far as TT is concerned, one road vehicle is equivalent to one Concorde, even if one is much, much cheaper to build. |
100 | 80 station parts Here, a "part" refers to each bus stop, airport, platform, etc., even if several are combined into one station. Indeed, since the number of stations you can have is limited (especially if you have many competitors), you will need to combine multiple services at some of them. |
100 | £10,000 minimum profit for all vehicles more than 2 years old This objective is somewhat flawed, because:
|
100 | £100,000 minimum operating profit for at least one quarter out of the last 12 |
50 | £50,000 minimum operating profit for all of the last 12 quarters |
50 | 8 different types of cargo delivered during the last quarter This is trickier to achieve than you might think. You have to transport -- and successfully deliver -- eight different cargo types during the past quarter. |
50 | £10 million cash on hand |
50 | £250,000 maximum loan So, if you are borrowing £250,000 or more, you won't get any points for this. Otherwise, if you have a smaller loan, or don't have any debt, then you get all 50 points. |
Note: All of the above monetary figures are in British pounds. You'll have to convert to your preferred currency (i.e. double those amounts for US dollars).
And now, to actually answer the question...
With the above information in mind, here are some hints for maximizing your performace rating (and thus increasing your final score when you reach 2050):
How do I become "Tycoon of the Century"?
(This information submitted by Josef Drexler)
This chart shows the performance rating necessary to achieve each title in the High Score table when you reach the year 2050:
Performance Rating | Title |
---|---|
0 to 319 | Businessman |
320 to 447 | Entrepreneur |
448 to 575 | Industrialist |
576 to 703 | Capitalist |
704 to 831 | Magnate |
832 to 959 | Mogul |
960 to 1000 | Tycoon of the Century |
This chart shows the performance rating necessary to achieve each title on the in-game Company League Table:
Performance Rating | Title |
---|---|
0 to 127 | Engineer |
128 to 255 | Traffic Manager |
256 to 383 | Transport Coordinator |
384 to 511 | Route Supervisor |
512 to 639 | Director |
640 to 767 | Chief Executive |
768 to 895 | Chairman |
896 to 959 | President |
960 to 1000 | Tycoon |
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