Without this patch: If this setting is enabled, you may delete roads inside a town no matter where. Penalty is low. Road vehicles maybe have to take long bypasses or even find no bypass at all.
What this patch does: local authorities refuse to delete road tiles where there is no bypass. Local authorities additionally claim both money and rating points depending on the length of the shortest bypass. As a result, the local authorities allow a bypass length limited by the player's town rating. Money penalty is quite high.
The patch makes operation in town more interesting. Deleting town owned roads and bridges is not forbidden yet not too easy to perform. Players need to think about bypasses before deleting town-owned roads. Road vehicles benefit from that.
FAQ
The patch itself is rather small, but it has quite some impact on the game. This FAQ summarizes some discussion points.
>> what does this patch do?
This patch changes the behavior of the town, if the player tries to delete a road tile, that is connected to 2 neighbor road tiles. If there is no bypass, it will not allow to delete it. If there is a bypass, it will charge money and rating points depending on the bypass length.
>> Which town-owned roads may be deleted?
This is determined by connected neighbors of the road piece.
1 neighbor - original behavior: may be deleted if money and rating is sufficient.
2 neighbors - behavior added by this patch: may be deleted, but it's bypass-restricted. Costs are heavy and depend on shortest bypass length.
3,4 neighbors - deletion not allowed
>> How to delete a crossing then?
Imagine this is a crossing where you delete (*) some pieces:
Code: Select all
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--+-- --+*- -*+.- -.*.- -...-
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>> Isn't bypass_length^3 a little too expensive?
This patch has 3 main goals: (1) Make it theoretically possible to delete any town owned road, -- but (2) make it harder charging a lot of money and rating points, and (3) keep important connections. Since money doesn't matter at some point of the game, costs are quite high. Remember, to delete dead-end-tiles is not expensive at all, so you have to pay the price only if you break a ongoing non-dead-end-road. To break open a 2x2 grid town's road, it costs 45k GBP, in a 3x3 town it costs 123k GBP, while deleting long bridges may cost several millions. There is a upper border at ca 10 million, because town rating costs restict the bypass to a certain length.
>> What about road stops?
For now, town owned roads that have road stops may not be deleted. A clean solution has yet to be found. Work-around: first delete the road stop, then the road.
>> What about bridges and tunnels?
Bridges are working fine. Towns build no tunnels.
>> What about one-way-roads?
They are covered by the patch. Deletion is only allowed if there is a bypass in both directions.
>> Does multi-tile-dynamite work?
Yes, it works where bypass-restriction takes effect.
However, original behavior of one-neighbour-tile-destruction is not changed. If you try to delete multiple tiles of dead-end-roads coming from south, you will only succeed with the last tile of the dead end. You need to do tile-by-tile destruction in that case. This is a minor bug of general OpenTTD.
>> Can't you abuse the detour calculation by building a short detour, remove the road, then remove the detour again?
Yes. The patch *encourages* the player to consider bypasses. It can't enforce them. Well, it could, if even the deletion of player-owned roads were bypass restricted. This maybe is worth a try, since roads may be used by any player. Players even might depend on other player's roads.
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This FAQ is a result of this forum thread and a chat session with Rubidium, Eddi and Alberth. Thanks for feedback guys!