I think i will download now a max-townpopulation patch

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this souds like poor bug, i know, that i changed that .... will look at itpecX wrote:i tested some production factors from 1/1 to 1/20 on 20x game speed but towns were growing always in the same speed.
This was my goal, to slow down the game. Less cargo produced at all, but all other things are balanced. Also i know, that that this feature wouldnt be very popular. But i know many people who like it a lot.W_neun wrote: Firstly, could you make a switch to reduce the cargo payments, to compensate the higher profit? I know that there is an option to decrease the industry production, but I don't like that way of reducing the income - your vehicles are spending most of their time waiting for cargo at stations, this just makes the game slower, I don't think most of the players'd like it.
Almost same you can get with setting daylength factor and production factor to same number ie 20 and 1/20 and you have it ...W_neun wrote: By reducing only the payment for delivery, and not the industry production, the game would be as fast as normally; your vehicles would be traveling much more, but you wouldn't get so high profits per year as with the other daylength patch, where you can't lower neither the industry production, nor the payments, only the multiplied running cost should compensate for it. (And this would be more realistic, too, for those who like that, seeing a vehicle would need to transport much more cargo to bring back its buying cost and make some profit). I can't code but I think it wouldn't be hard to make it, I guess you would need to make only a variable by what every payment would be divided.
Well, with any setting you do, industries and towns grow/appear/change production at same speed. (Not exactly same, but ... in real time same)W_neun wrote: Furthermore, it would be good if you'd make a switch for the rate of town growth and the frequency of changes in industry production, again to keep the game a bit more challenging with increased daylength.
Will do.W_neun wrote: The increased loading time, which is now default with the reduced production, should be optional.
Dont get this one, will test it.W_neun wrote:the loan interest was always higher than it should have been
Not wrong, but original. I hated a lot, when i see a mine producting 3450tons. Is that okay or very low? Or even high? .... Will do a option for thisW_neun wrote:the industry information window showed wrong production values
Thanks for this one.W_neun wrote:it seemed like passenger/mail generation in towns was not affected by the production factor switch.
pavel1269 wrote:this souds like poor bug, i know, that i changed that .... will look at itpecX wrote:i tested some production factors from 1/1 to 1/20 on 20x game speed but towns were growing always in the same speed.
I don't quite understand this, can you slow down the town growth now or not? Or only the town growth, but not the industry production growth?pavel1269 wrote: Well, with any setting you do, industries and towns grow/appear/change production at same speed. (Not exactly same, but ... in real time same)
With lets say daylength 5x. You pay every single expense with multiplier 5x. And your trains will do the same trip 5x more times so more income. Finaly. In game-year you will make "just" 5x more. In real time, its still same. So in my eyes, its perfectly balanced. Also the new option is consideredW_neun wrote:But I think that increasing the costs is not the right way for balancing a daylength patch, since then you would need to change every single cost. I think a better way is decreasing the income, either with the cargo reduction or the payment reduction. Furthermore, those players, who want only increased daylength, but want to make the same profit in real time as in a normal game, wouldn't like these fixed setings, so again, if you can, better make them configurable.
True, of course (assuming that you are talking about the cargo reduction)With increasing (in truth decreasing ... 1/1 to 1/x), you will make less profit in real time. And even in game time.
True, as well.With increasing daylength, you will make same profit in real time. But more in game time.
Yes, that is exactly what I want.With aviable option to decrease payment rates ( with dalyength factor ). You will get less profit in real time. And same profit in game time. It this what do you want?
Yes, it's impossible, but I don't see I said anything like this in my posts.Because, I still dont understand you sentence about making same money in real time as in game time. In my eyes not possible.
See below.Also i dont see, why should building costs should be multipied.
Yes, see below.Or you want to choose, between multipling running cost vs reducing cargo payments?
...but I think a daylength patch should include it. If you can, and have time for it, do it. It can only make your patch more popular.Well, with any setting you do, industries and towns grow/appear/change production at same speed. (Not exactly same, but ... in real time same)
If you want even less town grow/other changes .... another patch should resolve that. Not this one.
false and truechrissicom wrote:That's interesting, the 0 production bug only exists in multiplayer. In a single player game fast forward for a few years, everything goes fine. When I open a multiplayer game (no matter if I am alone or people joined) the production will go to 0 on all industries within the first month. Sometimes I see a production increase to 12 but then it immediately goes back to 0. This bug does not exist without your patch.
Does this mean that you are still developing this patch (and are planning to add some new options)? Or... was this just a joke?pavel1269 wrote:roadmap for next version: make choosable balancing option (none, running costs(current), cost of everything, lower payments), remove the bug
edit: forget about lowering payments
Thought i removed that bug .... thanks for reporting!W_neun wrote: I have tested your patch a bit longer, and found a bug: the vehicle types get obsolete in the same real time, no matter what daylength you use. The introduction dates are correct, though, so after a few years playing you can't buy any vehicles, because the old ones are no longer available, but there are no new models yet (especially if you play with higher daylength values).
At the moment, i have almost ready version with the first thing on road map, no jokeW_neun wrote:Does this mean that you are still developing this patch (and are planning to add some new options)? Or... was this just a joke?pavel1269 wrote:roadmap for next version: make choosable balancing option (none, running costs(current), cost of everything, lower payments), remove the bug
edit: forget about lowering payments
Code: Select all
daylength_factor = 1
production_factor = 1
slow_down_loading = true
show_orig_productions = true
slow_down_town_growth = false
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