Alternative Base Costs version 1.1

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brisky
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Alternative Base Costs version 1.1

Post by brisky » 21 Sep 2010 19:16

Alternative Base Costs (GRFID 5A564358) version 1.1 is out!

This plugin alters OpenTTD base costs. The goal of this NewGRF is to make the
gameplay more realistic, challenging and fun.

Download here or from content server.

Changes

Base costs modifications
------------------------

x1 misc
x2 build track
x0.5 build road
x1 place signal
x32 build bridge tile
x2 build rail depot
x2 build road depot
x2 build ship depot
x64 build tunnel unit
x16 build platform unit
x0.5 build platform fixed
x16 build airport tile
x1 build bus station
x1 build lorry area
x64 build dock
x0.5 locomotive purchase
x1 waggon purchase
x4 aircraft purchase
x0.5 road vehicle purchase
x2 ship purchase
x1 plant tree
x512 raise/lower land
x1 clear grass
x2 clear rough land
x4 clear rocks
x2 clear fields
x1 remove tree
x1 remove track
x1 remove signal
x1 remove bridge tile
x1 remove rail depot
x1 remove road depot
x1 remove ship depot
x1 remove tunnel tile
x16 clear water
x1 remove platform tile
x1 remove airport tile
x1 remove bus station
x1 remove lorry area
x1 remove dock
x8192 remove house
x1 remove road
x1 steam engine running costs
x1 diesel engine running costs
x1 electric engine running costs
x2 aircraft running costs
x0.5 road vehicle running costs
x1 ship running costs
x0.5 funding industries

Have fun!
Last edited by brisky on 22 Sep 2010 07:07, edited 1 time in total.

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DJ Nekkid
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Re: Alternative Base Costs version 1.1

Post by DJ Nekkid » 21 Sep 2010 19:24

Looking good mate:D

just a note to you:
Most vehicle devs balance their running/puchase costs, including the base costs for purchase and running costs, so you should either avoid changeing them, or even better: find the grfID for the most popular vehicle sets, and adjust accordingly.
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brisky
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Re: Alternative Base Costs version 1.1

Post by brisky » 21 Sep 2010 19:38

Hi DJ Nekkid,

Thanks for your note. This NewGrf should be used only with original openttd vehicle set. It works well when no other cost altering grfs are installed.

michael blunck
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Re: Alternative Base Costs version 1.1

Post by michael blunck » 21 Sep 2010 20:24

DJ Nekkid wrote: Most vehicle devs balance their running/puchase costs, including the base costs for purchase and running costs, so you should either avoid changeing them, or even better: find the grfID for the most popular vehicle sets, and adjust accordingly.
The other way round.

@brisky
It would be nice if you guys with those "basecost.grfs" would announce the grf-ID somewhere outside the grf itself (e.g. here, in the "release" subsection of the forums) to ease the life of vehicle set authors.

regards
Michael
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Ammler
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Re: Alternative Base Costs version 1.1

Post by Ammler » 21 Sep 2010 21:58

If you modify the basecosts in your set, another basecosts grf doesn't have influence. If you don't change the costs, the grf has influence which is imo quite nice. (in OTTD)

Anyway, if someone loads a basecosts grf, he should be aware, that he does screw up the settings.

And for the IDs: http://grfcrawler.tt-forums.net/index.p ... base+costs

Greets
Ammler

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