BaseCosts Mod 5.0 (GRFv8) - BaseCosts Presets 1.4.2
Moderator: Graphics Moderators
BaseCosts Mod 5.0 (GRFv8) - BaseCosts Presets 1.4.2
I just published a new MiniGRF, which is a update of my 2 other BaseCosts Mods GRFs, this one is mainly for experienced users, as it needs a bit thinking before usage.
Mainly you need to configure it with parameter pairs, the first value is the decimal ID Number from newgrf wiki, the second the factor, where 8 is default, 9 double 10 4x, 7 half etc.
You could preload the Presets GRF and chose one of the settings, this might help you with configuring less pairs.
More Infos: http://wiki.openttdcoop.org/BaseCosts (please extend)
Note. It is also possible to combine this GRF with Pikkas pb_build.grf, so you are able to use that set but for exmple modify the foundations. (Example on the Wikipage)
Download both NewGRFs from BaNaNaS or from the DevZone:
https://dev.openttdcoop.org/projects/basecosts
Mainly you need to configure it with parameter pairs, the first value is the decimal ID Number from newgrf wiki, the second the factor, where 8 is default, 9 double 10 4x, 7 half etc.
You could preload the Presets GRF and chose one of the settings, this might help you with configuring less pairs.
More Infos: http://wiki.openttdcoop.org/BaseCosts (please extend)
Note. It is also possible to combine this GRF with Pikkas pb_build.grf, so you are able to use that set but for exmple modify the foundations. (Example on the Wikipage)
Download both NewGRFs from BaNaNaS or from the DevZone:
https://dev.openttdcoop.org/projects/basecosts
Last edited by Ammler on 12 Oct 2012 09:44, edited 6 times in total.
Town Names:


Still work in progress: OpenGFX or/and OpenSFX - Please help!
Re: BaseCosts Mod 3.0
Note: GRF only works with a version great than 0.7.5 (eg Nightly or 1.0 [betas])
Re: BaseCosts Mod 3.0
Hmm, that isn't the GRF, which doesn't work, 0.7.x and earlier just have another behavior with BaseCosts, it was quite a pain to change those on a running game, but with help of scenario editor it was possibly already.petert wrote:Note: GRF only works with a version great than 0.7.5 (eg Nightly or 1.0 [betas])
Now (trunk), you can change BaseCosts on a running game by simply add/modifying a grf.

Greets
Ammler
Town Names:


Still work in progress: OpenGFX or/and OpenSFX - Please help!
Re: BaseCosts Mod 3.0
Ah yes, this is just what i have been looking for. Too bad i couldn't find this earlier!
However, i am confused over the presets. (And slightly annoyed over the fact i had to install OOo just to check what the presets where)
In the BaseCostsTable.ods file i see preset 1, preset 2 and what seems to be a blank preset that i can only guess would be the luukland hard preset, but i would really love to have a confirmation if this is the case.
Then while we are at it, i tried to register for the ottdcoop dev zone to submit a preset but once i completed registration it took me straight to the login page and i cannot login with the details i provided.
Attached my preset in ods format for your pleasure. (Pretty please compile me a grf, with sugar on top)
However, i am confused over the presets. (And slightly annoyed over the fact i had to install OOo just to check what the presets where)
In the BaseCostsTable.ods file i see preset 1, preset 2 and what seems to be a blank preset that i can only guess would be the luukland hard preset, but i would really love to have a confirmation if this is the case.
Then while we are at it, i tried to register for the ottdcoop dev zone to submit a preset but once i completed registration it took me straight to the login page and i cannot login with the details i provided.
Attached my preset in ods format for your pleasure. (Pretty please compile me a grf, with sugar on top)
- Attachments
-
- CaddeCostTable.ods
- (16.71 KiB) Downloaded 453 times
Re: BaseCosts Mod 3.1 - BaseCosts Presets 1.4.2
Both GRFs updated with Action14
Town Names:


Still work in progress: OpenGFX or/and OpenSFX - Please help!
Re: BaseCosts Mod 3.1 - BaseCosts Presets 1.4.2
Will This work with new track sets like Nutracks?
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: BaseCosts Mod 3.1 - BaseCosts Presets 1.4.2
Did you try?
Hint: it applies to ALL BaseCosts..
Hint: it applies to ALL BaseCosts..
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: BaseCosts Mod 3.1 - BaseCosts Presets 1.4.2
I've just dusted off my old PC for some retro goodness 
Will this work on it's own... I mean does this depend on other mods being present?

Will this work on it's own... I mean does this depend on other mods being present?
Alan | house moves epsom
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: BaseCosts Mod 3.1 - BaseCosts Presets 1.4.2
It will work independent of any other NewGRFs.
If another NewGRF modifies base costs (either locally or globally), the modifies are cumulative.
If another NewGRF modifies base costs (either locally or globally), the modifies are cumulative.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: BaseCosts Mod 3.1 - BaseCosts Presets 1.4.2
Hello
Uploaded two new versions to bananas, 3.3 is the last GRFv7 to support older OpenTTD releases or Patchpacks and then 4.0 is the new GRFv8 version.
Both versions are updated to support the new costs introduced with OpenTTD 1.2.
This update should bring the open ticket counter to 0 again.
Uploaded two new versions to bananas, 3.3 is the last GRFv7 to support older OpenTTD releases or Patchpacks and then 4.0 is the new GRFv8 version.
Both versions are updated to support the new costs introduced with OpenTTD 1.2.
This update should bring the open ticket counter to 0 again.
Town Names:


Still work in progress: OpenGFX or/and OpenSFX - Please help!
Re: BaseCosts Mod 4.0 (GRFv8) - BaseCosts Presets 1.4.2
A new version which is not compatible to the earlier releases has been bananized:

All 3 versions are still supported: 3.3, 4.0 and 5.0
All 3 versions are still supported: 3.3, 4.0 and 5.0
Town Names:


Still work in progress: OpenGFX or/and OpenSFX - Please help!
-
- Engineer
- Posts: 19
- Joined: 22 Mar 2012 22:47
Re: BaseCosts Mod 5.0 (GRFv8) - BaseCosts Presets 1.4.2
Is there any option to increase the price of buying land??
I'm sorry to recover this old thread, but i think it's the best place to ask.
I'm sorry to recover this old thread, but i think it's the best place to ask.
Re: BaseCosts Mod 5.0 (GRFv8) - BaseCosts Presets 1.4.2
Seeing how this is a straight interface to the BaseCosts available to the NewGRF, and seeing how the purchase land is not available, I don't think there is any way to modify that cost.
-
- Tycoon
- Posts: 1660
- Joined: 16 Dec 2007 22:24
- Location: Idaho, USA
Re: BaseCosts Mod 5.0 (GRFv8) - BaseCosts Presets 1.4.2
Pretty sure the price of buying land is just directly related to the price to clear the land in the first place. So, buying farmland is more expensive than buying plain grass, etc.Manuestaire wrote:Is there any option to increase the price of buying land??
I'm sorry to recover this old thread, but i think it's the best place to ask.
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
-
- Engineer
- Posts: 19
- Joined: 22 Mar 2012 22:47
Re: BaseCosts Mod 5.0 (GRFv8) - BaseCosts Presets 1.4.2
Don't know if that's the correct place to ask for a feature, but could be the buying land cost be added as another setting?
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: BaseCosts Mod 5.0 (GRFv8) - BaseCosts Presets 1.4.2
Bought company land is a type of object. Its price is ruled by object build cost.Manuestaire wrote:Don't know if that's the correct place to ask for a feature, but could be the buying land cost be added as another setting?
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
-
- Engineer
- Posts: 91
- Joined: 12 Jun 2014 14:24
Re: BaseCosts Mod 5.0 (GRFv8) - BaseCosts Presets 1.4.2
I wish this mod would add up on the value to strenghten the cost rather then multiply each time
so Instead of 2x 4x 8x 16x 32x etc it becomes 2x 4x 6x 8x 10x or something.
Im having A LOT of trouble fine tuning specific costs anything above 4x~ for A LOT of aspects etc because higher settings go out of control too fast.
I also dont see a reason why there are 256x options, i mean jeez.. id rather have some better finetuning then that. I mean if people simply dont want you to use or build some specific thing just give it a seperate option 'excessively expensive' lol
Perhaps first 5 entries linear and then multiply after that ? like 2x 4x 6x 8x 10x 12x 14x 16x 32x 64x 128x 256x
?
so Instead of 2x 4x 8x 16x 32x etc it becomes 2x 4x 6x 8x 10x or something.
Im having A LOT of trouble fine tuning specific costs anything above 4x~ for A LOT of aspects etc because higher settings go out of control too fast.
I also dont see a reason why there are 256x options, i mean jeez.. id rather have some better finetuning then that. I mean if people simply dont want you to use or build some specific thing just give it a seperate option 'excessively expensive' lol
Perhaps first 5 entries linear and then multiply after that ? like 2x 4x 6x 8x 10x 12x 14x 16x 32x 64x 128x 256x
?
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: BaseCosts Mod 5.0 (GRFv8) - BaseCosts Presets 1.4.2
That's not something a NewGRF can decide. Base costs factors are defined in powers of two and that's it basically.Gigigonzalez wrote:Perhaps first 5 entries linear and then multiply after that ? like 2x 4x 6x 8x 10x 12x 14x 16x 32x 64x 128x 256x
You can change that. But you have to change that in OpenTTD itself so that costs can be adjusted in other steps than factors of two, create a new part of NewGRF specs and expose those all new base costs again to NewGRFs. And then write a NewGRF similar to this one in order to be able to adjust them.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
-
- Engineer
- Posts: 19
- Joined: 22 Mar 2012 22:47
Re: BaseCosts Mod 5.0 (GRFv8) - BaseCosts Presets 1.4.2
Some time ago i found out that increasing the cost of removing industries was stupid since it's base cost was 0 (don't really know if that's the real cost of removing the industry, or the costs are simply ignored when using the magic bulldozer), so, i suppose openttd code needs to be modified for that, maybe you can suggest that for me, since i don't really know how to do it.
Re: BaseCosts Mod 5.0 (GRFv8) - BaseCosts Presets 1.4.2
Hi, I quite like the mod, but it has some flaws that I miss in it. Can you please add the maintenance of vagons, electric railway, monorail and maglev. Thanks
Who is online
Users browsing this forum: Google Adsense [Bot] and 4 guests