... purchase and running costs ...
Let's get the facts straight first; when we specify costs, these costs are for medium game play with inflation turned off. For difficult games they are 15% higher and for easy games 25% lower.
Now the U4a 4-8-4 Confederation has running costs of $35,000 and the FP7 $17,874 per annum.
From recent experience, I would say, that the cost structure for steam engines is about right. In an early game [difficult level] with all trains being steam hauled; I have running expenses of about 30 to 35 % of train revenue. That works out quite well and after about 10 years I can dismiss the bankers and costs are starting to become irrelevant.
The base costs can differ between steam, diesel and electrics, but that is not important. We can set the cost for every individual engine and to (almost) any value. We can have 1 steam = 2 diesels if we want.
krtaylor wrote: ... MLW M636 and Cartier livery ... Don't you think this a bit confusing? Wouldn't it be easier, instead, to have the Cartier livery only appear ON ore trains? ...
I have opted for consistency; all engines with multiple liveries are bought at random because we cannot refit them. Then we add the rules, that is why only the modern ore hopper can be attached to the Cartier livery. I've got to rework it anyway, because the AI and AutoReplace do have troubles with it too. May be an option to refit the modern ore hopper to Cartier livery if attached to a MLW M636 engine is the way to go.
zero1000 wrote: ... ore processing plant ...
The set internal industry/cargo feature is meant to go without any other 3rd party industries activated. If you have other industry sets loaded expect troubles. If it works with having PBI after the CanSet, fine, but I cannot guarantee it.
The new industry update should work with older save games that used CanSet v0.3a/b/c; but you need to run 'Cht: ReloadIndustries'. If you want to remove 3rd party industries, deactivate them then run 'Cht: PurgeIndustries'. BTW, in a temperate game the Ore Processing and Metal Fabrication Plants do not affect iron ore and steel, they just make use of them. The only thing they do is replace the TTD 'original' steel mill.
... I have added all the values for the internal industries but have also activated pikkas industries, because in the scenario editor all looks fine. ... With loading Pikkas Industries below the Canset in the newgrf.cfg it works! You can have the Canset internal industries + Pikkas industries ...
Yes, but ... in game you won't be able to transport any cargo type that is not TTD 'original' or comes from the CanSet internal industries. So, you may see pikka's industries, but the cargo types, like lumber, plastics and fuel oil will most probably not be transportable by the CanSet. If the parameter is set to 128 you'll get those cargo types but no Ore Processing Plant ...