Eddy Arfik wrote:
Nothing else but the speed time passes by should be changed by a daylength patch.
Indeed, so why make other statements that contradict this? Pavel's approach of simply increasing the length of a "tick" achieves this almost perfectly
the "contradiction" here is that different people have different expectation of what so-called "core mechanics" should be based on ticks and which ones should be based on days. the game is also not fully consistent here.
e.g. some people hate the fact that an engine's running costs exceeds the engine's purchase cost. other people feel the opposite, that if the running costs gets scaled back, then the game gets "unbalanced" (which isn't balanced in the first place either, but that's a different problem)
industry production being 4 times as much a month with a daylength factor of 4 is no change of game mechanics. It's just what you would expect
Industry production in measured in units per month of game time, not units per second of real time. I would expect that it doesn't matter if that in-game month takes 30 seconds or 5 minutes to pass, the "units per month" measurement will remain constant.
no, industry production happens every 256 ticks, independent from days. i think the problem with ECS was that it planned ahead its production based on 8 or 9 of these production cycles happening per month, but most daylength patches increased this amount.
Also there is much misunderstanding in how payment calculation works (unless it changed in the last 10.000 revisions a lot). IIRC payment is actually not calculated by days in transit (as the graphical representation in the game says) but by ticks in transit.
The misunderstanding here is yours, if it was in fact based on "ticks in transit" my modification to adjust payment rate by daylength factor would not have been necessary, here is the relevant line from economy.cpp (unpatched trunk)
Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
this is also a misconception. "days_in_transit" have nothing to do with the "gui" days, but they are actually counted up every 2.5 days (185 ticks). this gets more problematic nowadays, because NewGRFs can adjust this value up or down depending on which vehicle loaded the cargo.
anyway, a naive "we just change daylength and leave everything else untouched" approach never worked. and there is no reason why it would work the next time around. you need to touch EVERYTHING. and make sure that it both adheres to people's wishes, and that it results in a somewhat balanced gameplay. and like i said, people's wishes vary a lot.
the problem with basically all previous daylength patches was that this "everything" part was not consequently and consistently done, and thus no such patch was ever going to be fit for review.
You might not exactly be interested in Ferion
, but if you are, have fun