So the question is - is something changed with the way passenger traffic is prices in 0.6.0 ?
And if it is - how do I change it back?

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The AI players get much more profit much quicker then in 0.5.2, while my company struggles and has nothing near to previous profit level. This is as much as I can describe it - this is not train specific as far as I can see, and this is with exactly the same scenario as before.Alberth wrote:Could you be more precise in what has changed then?
Maybe you are right about the AI (all AI work is being put in NoAI branch), but you are also assuming that nothing has changed in towns, payment calculation, random generators, industry production and a few zillion other items that may influence payments, speed, rating calculation, etc.squishycube wrote:He is not asking for help, he is asking for an explanation why his setup seemed much more profitable in version 0.5.2 and also why the computer is making a lot more money than in 0.5.2 (I assume nothing has been done about the AI in between versions).
Exactly!squishycube wrote:He is not asking for help, he is asking for an explanation why his setup seemed much more profitable in version 0.5.2 and also why the computer is making a lot more money than in 0.5.2 (I assume nothing has been done about the AI in between versions).
I did that, and it is exactly the sametb2571989 wrote:AFAIK, nothing has changed. Try 0.6.1 RC1 and see what happens.
I tried changing most of them to no effectAlberth wrote:While watching the games, I also found some city config settings in the Economy tab (bottom 3) which may be of interest to you.
I did not use that feature at all.Rubidium wrote:The only thing 0.6.0 changed is the way the route taken by the passengers is stored. If you transfer people the real origin is stored instead of the origin of the furthest entity in the wagon. This means that profits will be lower when you used this loop-hole.
I tried speeding growth, but once again - no real change...Maedhros wrote:I think the default town growth speed changed between 0.5.x and 0.6, so maybe your towns just aren't growing as fast any more?
Yes you do, it is built into the 0.6.0 program. There is no way around it other than not using the new version.futurix wrote:I did not use that feature at all.Rubidium wrote:The only thing 0.6.0 changed is the way the route taken by the passengers is stored. If you transfer people the real origin is stored instead of the origin of the furthest entity in the wagon. This means that profits will be lower when you used this loop-hole.
That's a pity.futurix wrote:I tried speeding growth, but once again - no real change...Maedhros wrote:I think the default town growth speed changed between 0.5.x and 0.6, so maybe your towns just aren't growing as fast any more?
I have a question - after loading your savegame made in 0.5x in 0.6.0 and running one year (you can activate "fast forward" option) do you have a noticeable decrease in income for that year compared to the same year run the same way in 0.5h (just don't do anything for this one year but run it for the sake of the experiment). This would give an answer to the question whether there is some change in 0.6.0 that affects your income.futurix wrote:I switched from 0.5.2 to 0.6.0 about a week ago, and since then I cannot play OpenTTD the way I normally do - usually I build a network of passenger-only railways (e.g. transporting only passengers) and let AI competitors to service the industries. In 0.5.2 my company was quite profitable and usually performed much better then AI companies, however in 0.6.0 my profits are much lower, while AI companies (servicing industries) quite get more profit and overtake me...
So the question is - is something changed with the way passenger traffic is prices in 0.6.0 ?
And if it is - how do I change it back?
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