reliability decay of old vehicles
Posted: 30 Jun 2015 22:19
Even if reliability decay can be changed via Action0, it is overridden if vehicle is old.
I expected, that such value should be increased proportionally to value defined by newgrf.
Current model of breakdowns is totally annoying and often is switched off, especially on multiplayer servers.
Not only annoying for user who is not logging frequently to set autoreplace of vehicles and see his railroad totally obstructed,
but also for the other users which are sharing infrastructure, for example if 'your' town covered in black smoke of competitor vehicles.
Unfortunately there is no way to fix it via newgrf.
One can decrease reliability decay speed, but it works only for new vehicles.
I want to keep vehicles old running (on decreased but not zeroed reliability), but increase running costs of old vehicles,
to keep original idea of forcing player to renew its fleet.
Is it possible to fix reliability decay speed of old vehicles? Second part is possible via newgrf code and works fine.
I expected, that such value should be increased proportionally to value defined by newgrf.
Current model of breakdowns is totally annoying and often is switched off, especially on multiplayer servers.
Not only annoying for user who is not logging frequently to set autoreplace of vehicles and see his railroad totally obstructed,
but also for the other users which are sharing infrastructure, for example if 'your' town covered in black smoke of competitor vehicles.
Unfortunately there is no way to fix it via newgrf.
One can decrease reliability decay speed, but it works only for new vehicles.
I want to keep vehicles old running (on decreased but not zeroed reliability), but increase running costs of old vehicles,
to keep original idea of forcing player to renew its fleet.
Is it possible to fix reliability decay speed of old vehicles? Second part is possible via newgrf code and works fine.