Capacity-cost multiplers for vehicles(Split from MB's Thread
Posted: 20 Aug 2007 22:29
By Ottdcoop request, I have coded a capacity/price multiplication tool for your newships grf, Michael Blunck.
You need to place this grf after the newships.grf to take effect on the capacities, price modifications are always executed
-It detects MB`s newships, and modifies default ships too, if newships.grf is not loaded.
-After v4, you need to put the multiplers as modulos, so more shooth alterations are possible
1st parameter:
-multiples capacity, and loading speed
-uses value 500%, when this parameter is not set. (default multiplication)
2nd parameter:
-multiples the puchase cost and running cost
-uses the value of the first parameter, when this parameter is not set.
-you need to start a new game to have effect on these costs.
And the maximum multiplication is 6400%, any parameters bigger than 6400 will be recuded to 6400.
Happy massive cargo shipping!
An example paremeter setting: "600 75"
This setting will multiply the capacity with 6, so the new capacities will be 600% of the original!
But the price, and the runningcost will be lower, it will be 75% of the original, three quarters part of the original value.
So per example, the MPS passanger ferry costs 36618$, and carries 100passangers without any modifications. But with the multiplications, it will cost only 27508$ and will carry up to 600 passangers!
And a thing to notice: Price, and runningcost modifications are not perfect, its an inaccuration of the TTD`s price calculations, the division with remainder.
If you do the calculation 36618$*0.75=27463,5$, it doesnt looks like 27508$.
edit:
-adjustments only are *2, *4, *8 and so on... -fixed in 2.0version
-add support for default ships also:) -added in 3.0 version
-a namechange to "shiptool.grf"
-modulo based multiplications
You need to place this grf after the newships.grf to take effect on the capacities, price modifications are always executed
-It detects MB`s newships, and modifies default ships too, if newships.grf is not loaded.
-After v4, you need to put the multiplers as modulos, so more shooth alterations are possible
1st parameter:
-multiples capacity, and loading speed
-uses value 500%, when this parameter is not set. (default multiplication)
2nd parameter:
-multiples the puchase cost and running cost
-uses the value of the first parameter, when this parameter is not set.
-you need to start a new game to have effect on these costs.
And the maximum multiplication is 6400%, any parameters bigger than 6400 will be recuded to 6400.
Happy massive cargo shipping!
An example paremeter setting: "600 75"
This setting will multiply the capacity with 6, so the new capacities will be 600% of the original!
But the price, and the runningcost will be lower, it will be 75% of the original, three quarters part of the original value.
So per example, the MPS passanger ferry costs 36618$, and carries 100passangers without any modifications. But with the multiplications, it will cost only 27508$ and will carry up to 600 passangers!
And a thing to notice: Price, and runningcost modifications are not perfect, its an inaccuration of the TTD`s price calculations, the division with remainder.
If you do the calculation 36618$*0.75=27463,5$, it doesnt looks like 27508$.
edit:
-adjustments only are *2, *4, *8 and so on... -fixed in 2.0version
-add support for default ships also:) -added in 3.0 version
-a namechange to "shiptool.grf"
-modulo based multiplications