Base costs - How to balance different vehicle sets?
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Base costs - How to balance different vehicle sets?
Since OTTD supports dynamic vehicle sets and it would help to know, which sets uses which ID's or does change the global vars.
I started to collect some data from the NFO's or the GRF2HTML output.
Now, I am wondering, if there is already something like that or if there is a usage to collect that. Maybe frosch could extend his grf2html analizer
Greets
Ammler
Edit: changed Topic title to a more appropriate one.
I started to collect some data from the NFO's or the GRF2HTML output.
Now, I am wondering, if there is already something like that or if there is a usage to collect that. Maybe frosch could extend his grf2html analizer
Greets
Ammler
Edit: changed Topic title to a more appropriate one.
- Attachments
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- TTDIDs.ods
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Last edited by Ammler on 13 May 2008 09:40, edited 5 times in total.
Town Names: Portuguese Belarusian French Swiss · Temperate Lumber Mill
Still work in progress: OpenGFX or/and OpenSFX - Please help!
Re: Vehicle IDs overview
You better put this in a database. A spreadsheet will soon show its limitations when the project gets big. You'll get an uberbig table while people only want to know a small part (probably). As .grf maker for example, I don't have to check the compatibility between the Dutch Trainset and the Dutch Tramset. Or, I have no interest in mixing Dutch trains with American one. Though, mixing them with German ones would be interesting. Databases can store data and only view the selection users actually want.
Don't get me wrong, I think it's a wonderful idea, I just think you better not use a spreadsheet for it.
Don't get me wrong, I think it's a wonderful idea, I just think you better not use a spreadsheet for it.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
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Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
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All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Re: Vehicle IDs overview
No it wouldn't. That's the whole point of the 'support' for multiple vehicle sets.Ammler wrote:Since OTTD supports dynamic vehicle sets and it would help to know, which sets uses which ID's
Re: Vehicle IDs overview
There is also a new feature introduced to overwrite existing NewGRFs, still.
I just made some first greps from the nfo or html. I would like to have a possibility to "balance" the grfs, now all sets uses different basecosts. We should somehow be able to get those data from the sets. It would also be interesting for combining different sets in TTDP. (RVs)
Then it could be possible to play competive games with different sets.
Greets
Ammler
I just made some first greps from the nfo or html. I would like to have a possibility to "balance" the grfs, now all sets uses different basecosts. We should somehow be able to get those data from the sets. It would also be interesting for combining different sets in TTDP. (RVs)
Then it could be possible to play competive games with different sets.
Greets
Ammler
Town Names: Portuguese Belarusian French Swiss · Temperate Lumber Mill
Still work in progress: OpenGFX or/and OpenSFX - Please help!
Re: Vehicle IDs overview
Certainly it sounds like you've missed the point...
He's like, some kind of OpenTTD developer.
Re: Vehicle IDs overview
We need of course to add the multiplier for purchase costs and running costs. Then we should be able to make a "balancer " GRF to be able to use 2 different Trainsets at once.
My datasheet was just a example and not that usefull as it is now.
Greets
Ammler
My datasheet was just a example and not that usefull as it is now.
Greets
Ammler
- Attachments
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- diffcosts.png (17.8 KiB) Viewed 3388 times
Town Names: Portuguese Belarusian French Swiss · Temperate Lumber Mill
Still work in progress: OpenGFX or/and OpenSFX - Please help!
Re: Vehicle IDs overview
The better solution would be for OTTD (or TTDP for that matter) to handle the base cost on a per grf basis instead of a global basis. That way we don't need any "balancer" grfs and developers could do just whatever they'd like.
Peter, how difficult would it be to add such a feature to the game?
Peter, how difficult would it be to add such a feature to the game?
Re: Vehicle IDs overview
In my opinion, It would need the following base costs to be "chained":
I have already spoken with Peter and Belugas about, but I would prefer, if they comment it self...
Greets
Ammler
Code: Select all
Number Location Default Used for
F 4B8E 400,000 locomotive purchase
10 4B94 2000 waggon purchase
11 4B9A 700,000 aircraft purchase
12 4BA0 14,000 road vehicle purchase
13 4BA6 65,000 ship purchase
2A 4C30 5600 steam engine running costs
2B 4C36 5200 diesel engine running costs
2C 4C3C 4800 electricengine running costs
2D 4C42 9600 aircraft running costs
2E 4C48 1600 road vehicle running costs
2F 4C4E 5600 ship running costs
Greets
Ammler
Town Names: Portuguese Belarusian French Swiss · Temperate Lumber Mill
Still work in progress: OpenGFX or/and OpenSFX - Please help!
Re: Vehicle IDs overview
Dunno about Open, but I'm definitely not going to do it. Every single access to every single base cost would have to be patched.FooBar wrote:Peter, how difficult would it be to add such a feature to the game?
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Re: Vehicle IDs overview
Hmm, maybe you could change it directly while loading the GRF, you change the multiplayer directly how the bascosts of the GRF is defined. (Example if the basecost for running costs is A, you multiply it with 4 (Property 0E) * 4 and set bascosts back to default (8).
Edit: The question is also, why do GRF Coder change those basecosts, if they also need to change the multiplier for the vehicels anyway?
-Ammler
Edit: The question is also, why do GRF Coder change those basecosts, if they also need to change the multiplier for the vehicels anyway?
-Ammler
Town Names: Portuguese Belarusian French Swiss · Temperate Lumber Mill
Still work in progress: OpenGFX or/and OpenSFX - Please help!
Re: Vehicle IDs overview
Because there is a maximum value that you can set the multiplier to, and that's often not enough. The values in the "default" column in your list are the maximum cost available (in uninflated pounds) with the standard basecosts.Ammler wrote:Edit: The question is also, why do GRF Coder change those basecosts, if they also need to change the multiplier for the vehicels anyway?
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