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PostPosted: Sun Oct 25, 2009 10:45 pm 
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How to make game a bit harder? Here are my patches to do that.

Improved Building Costs Patch

Here is small patch which allow you to change cost of few things in game. For now you can multiply price of tunnels, bridges, terraforming (without building on slopes), signals and airports. You can change multiplier for each in: advanced settings -> Construction -> Improved Building Costs. Its simple but can make game a bit more challenging. I know there are similar grfs but they change price of building on slopes.

Attachment:
File comment: Improved Building Costs Patch
(r18172)

IBC.patch [11.67 KiB]
Downloaded 218 times

Base on Terraform cost multiplier patch made by dptr1988

Second smaller patch is

Additional Tax Patch v0.2(Bigos tax - unofficial name ;) )

I made it because I notice that after few years of playing cash flow so quick that you don't know what to do with it and it newer stop to flow. Patch adds tax base on company value.

-> at start ~2 year free from tax
-> ~10% of company value per year after your company reach 250 000 pounds
-> ~20% of company value per year after your company reach 1 500 000 pounds
-> cash from tax is assign for creation of new industries

Now you need to make progress in game to earn more money. Tax cause that you stop earning money at some level until you don't increase your company value.

Attachment:
File comment: Additional Tax Patch v0.2 (r18250)
tax02.patch [3.18 KiB]
Downloaded 250 times


Here is another one:

Vehicle Repair Cost

It case that we pay for each breakdown when vehicle is repaired in depot. If vehicle didn't broke since last visit in depot we don't pay. Cost of repair for each breakdown is 1/1024 vehicle value.

Attachment:
File comment: Vehicle Repair Cost
repair.patch [1.45 KiB]
Downloaded 197 times


So simple patches but can make game a bit difficult and challenging. I'm open for any ideas to improve those patches.

I'm using them in my server pack with few other patches - for full list and download click here.


Last edited by bigos on Mon Nov 23, 2009 5:01 pm, edited 12 times in total.

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PostPosted: Mon Oct 26, 2009 12:22 am 
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sounds preaty good the 2nd patch but frist is done with a GRF alredy

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PostPosted: Mon Oct 26, 2009 12:24 am 
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2007Alain2007 wrote:
sounds preaty good the 2nd patch but frist is done with a GRF alredy



bigos wrote:
I know there are similar grfs but they change price of building on slopes.


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PostPosted: Mon Oct 26, 2009 8:29 pm 
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In my opinion such option like in first patch should be in trunk... but its my opinion.


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PostPosted: Mon Oct 26, 2009 9:24 pm 
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Personally, I feel it should be achieved by a configurable newGRF, rather than the two which are pre-set, rather than by a patch adding a long list of option into the Advance Settings menu.


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PostPosted: Tue Oct 27, 2009 9:18 am 
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Building costs are easily change-able with a new .grf.
Tax? Meh...

And by the way - please don't use red color in your post, bigos, it really cuts through ones eyes at least when using Tycoon Forum theme.
Attachment:
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annoyed.gif [ 437 Bytes | Viewed 8797 times ]

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NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.

Keep 'em rollin'!


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PostPosted: Tue Oct 27, 2009 3:06 pm 
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SirkoZ wrote:
Building costs are easily change-able with a new .grf.
Tax? Meh...

And by the way - please don't use red color in your post, bigos, it really cuts through ones eyes at least when using Tycoon Forum theme.


And again new grf... guys read carefully. I don't want to change building on slopes costs like grf dose!

OK will change to some other colour.


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PostPosted: Tue Oct 27, 2009 9:08 pm 
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Hey bigos. While others may not appreiciate your work or scrutinize your work I really love it. Thank you. I think taxes shuld be expanded a bit further from just those two categories and togheder with higher building costs and new AIs openTTDcould be a challeging game.
Then a seccond thanks you get for your improved Improved Breakdowns.
Keep up the good work!

P.S. I love the logo of BIZARRE entertainment :)


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PostPosted: Tue Oct 27, 2009 9:32 pm 
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SirkoZ wrote:
And by the way - please don't use red color in your post, bigos, it really cuts through ones eyes at least when using Tycoon Forum theme.

And by the way - please don't use turqoise color in your post, it really cuts through ones eyes when using silver theme ;) :twisted:


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PostPosted: Tue Oct 27, 2009 9:37 pm 
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Thx :)
Logo is my brother work :)


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PostPosted: Fri Oct 30, 2009 12:52 am 
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As I notice we don't pay for vehicles repair !!! To make game a bit harder I made another small patch :)

Vehicle Repair Cost

It case that we pay for each breakdown when vehicle is repaired in depot. If vehicle didn't broke since last visit in depot we don't pay. Cost of repair for each breakdown is 1/1024 vehicle value. Probably will be changed but need your opinions about it (if its to much or better take it from somewhere else then value).

Hope you like it :)


Last edited by bigos on Sat Oct 31, 2009 11:33 pm, edited 1 time in total.

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PostPosted: Fri Oct 30, 2009 2:15 am 
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bigos wrote:
If vehicle didn't broke since last visit in depot we don't pay.

I don't understand this, could you explain it?

bigos wrote:
Probably will be changed but need your opinions about it (if its to much or better take it from somewhere else then value).


I think it's fine, but maybe make it an adjustable setting, what about inflation?


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PostPosted: Fri Oct 30, 2009 11:06 am 
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You don't pay for each visit in depot. You pay only for repairs that means you pay only if Breakdowns since last service is not 0. And you pay for each breakdown. I'm not sure about inflation but if value of vehicle is affected by inflation then repair cost too. BTW inflation that we have in game now is so useless that that there is no difference if you use it or not.


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PostPosted: Sat Oct 31, 2009 1:17 am 
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Has this patch been added to your server pack? Also, if you want more people on your server, create a topic in OpenTTD Development, and post all the previous diffs.


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PostPosted: Sat Oct 31, 2009 9:05 am 
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petert wrote:
Has this patch been added to your server pack? Also, if you want more people on your server, create a topic in OpenTTD Development, and post all the previous diffs.


Next version of my pack will have all patches again. Binaries (win 32) and patch file can be downloaded from my site. Unfortunately there was few changes in trunk so I need merge IB 2.4 with trunk and it can take a while.


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PostPosted: Sat Oct 31, 2009 11:30 am 
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I was sort of hoping for the older patchfiles, ones with Cargodist and IS. ;)


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PostPosted: Sat Oct 31, 2009 12:45 pm 
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petert wrote:
I was sort of hoping for the older patchfiles, ones with Cargodist and IS. ;)

Unfortunately IS is still at r17845 and have few bugs. I just made new version of Bigos Pack. It contains all previous patches without IS. Full info binaries and patch file can be downloaded form my site.


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PostPosted: Sat Oct 31, 2009 1:21 pm 
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CargoDist still isn't in there?


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PostPosted: Sat Oct 31, 2009 2:48 pm 
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petert wrote:
CargoDist still isn't in there?

If you visit my site you will see full list of patches added. CargoDist is included.


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PostPosted: Sat Oct 31, 2009 2:52 pm 
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Ok, sorry, and thank you. I still do recommend you start a new thread for your server pack. (It is a patchpack, isn't it?)


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