Powerful Industry Patch

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klogg
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Post by klogg »

Haukinger wrote:Hehehe... that looks nice :) but - if you connect new industries, they will stay and powerplants won't be that predominant. I'd close down powerplants, but they don't count the years since they last got coal (I think, correct me if I'm wrong), so it's different from other industries where I can start closing them after a certain amount of years. Perhaps when a new industry is spawned, powerplants could be made more improbable as their numbers grow.
I understand this.
When I was thinking about it, I got an idea:
It all depends on whether you can count industrys of one type...
Choose a factor: Mine per Powerplant. (MpP)
Don't ever create or close powerplants.
Now, if you create a mine, check the MpP value and then decide
if a powerplant has to be created.

Example: there are 9 mines and 3 powereplants and MpP is e.g. 3.
Now a mine is created: 10/3 > 3 (give the powerplant a chance of 33%)
If fail... next mine: 11/3 >> 3 (powerplant chance of 66%)
and so on... if new mine: e.g. 11/4 < 3 (no chance for powerplant)

If a mine is closed down do something similar
Haukinger wrote:I like that behaviour, btw, think of it as the factory going bankrupt as they can't sell anything ;)
That's a nice idea. So I use my trucks to subsidise the factory.
So I'm the EU. Cool.

klogg
Last edited by klogg on 06 Jul 2006 07:21, edited 1 time in total.
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SirkoZ
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Post by SirkoZ »

klogg wrote: That's a nice idea. So I use my trucks to subsidise the factory.
So I'm the EU. Cool.

klogg
Subsidise? You have to transport goods to town. :shock:

What EU? Where do you think "it" gets the money? Image
klogg
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Post by klogg »

I know hat.
But assume I don't want to take the goods when I build the steel-route.
Then the factory will close down soon.
So, as Haukinger said, I take a few goods and dump them in the forest.
And that is something like the EU does
when they buy grain from a farmer even if nobody needs it.
(Let's not talk about politics here...)

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SirkoZ
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Post by SirkoZ »

Agree, but I prefer systems, where all of the items are transported...it looks very nice too.
klogg
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Post by klogg »

Of course you are right.
A true tycoon should go for every possible profit. :P

It's just that in my current game I have to enlarge the desired town
with buses until it will accept goods. (at least in the center)

The bancrupty idea has one flaw...
It's not that we BUY and SELL stuff, we only TRANSPORT it.
That is why we don't have to pay for loading a train.
So by droping goods in the woods (hihi) we only archieve
that the factory managment sues us for billions of damages.
(which is OK since we are zillionaires :-))

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Post by klogg »

Hi.
I'm just curious if this patch is still making progress.
The patch on the first patch is the version I use and it has
this little problem with powerstations drowning the land. :)

What about the idea of linking their number to the number of coal mines?

klogg
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Post by klogg »

Although I'm afraid the development of this patch has stopped
I would like to report something...

I play a game with this patch that now has reached the year 2040.
A hundred years ago mines increased their production very fast
if the rating was good.
Now (2040) I connect a new mine, transport everything and have high ratings
but it takes years to increase the production.

Is there something in the code that is influenced by the time of the game?

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SirkoZ
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Post by SirkoZ »

klogg wrote:Although I'm afraid the development of this patch has stopped
I would like to report something...

I play a game with this patch that now has reached the year 2040.
A hundred years ago mines increased their production very fast
if the rating was good.
Now (2040) I connect a new mine, transport everything and have high ratings
but it takes years to increase the production.

Is there something in the code that is influenced by the time of the game?

klogg
From what I've seen the code, no.
I had similar experience - just for kicks I compiled a r5450 nightly with this patch and had 2 water runs with too little trains to increase beyond 5/7kt of water and one copper run with many trains and it only increased to 13kt/month and then it was near the end of the game (2050-ish) and it never increased one bit more. I just quit the testing then...

Still, my opinion is better the whole terrain, with many industries, all linked, than 1 industry...
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Post by klogg »

Maybe I found it...

Using the magic bulldozer I "cleaned" up the map.
(Mainly powerstations :roll: )
The very moment I significantly reduced the total number of industries
the well served ones increased their production.

So it seems that the frequency a certain mine is "checked"
depends on the total number of industries on the map.

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SirkoZ
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Post by SirkoZ »

klogg wrote:Maybe I found it...

Using the magic bulldozer I "cleaned" up the map.
(Mainly powerstations :roll: )
The very moment I significantly reduced the total number of industries
the well served ones increased their production.

So it seems that the frequency a certain mine is "checked"
depends on the total number of industries on the map.

klogg
To rain on your powerstation hating parade - I was testing in 256x256 sub-tropic map. ;P
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