Sacros day length patch
Moderator: OpenTTD Developers
i fixed most of the economy problems (running costs and interest rate) and red signal wait time
i need more time to study the code, any other suggestion is accepted
i need more time to study the code, any other suggestion is accepted
- Attachments
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- daylength_miniIN_fixed_most.diff
- (4.84 KiB) Downloaded 316 times
i would suggest having all time-based costs (maintainance, running costs, loan interest, 'other' costs) multiplied by the daylength - as it stands, its just too easy to make money with longer days, since youre dividing all those costs by whatever you increase the daylength by.
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And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
And if my face becomes sincere, beware!
And if i start to come undone, Stitch me together
And if you see me strut, Remind me of what left this outlaw torn..." -Metallica Lyrics
Electric Rails for all Tilesets
~A Talented Fool~
only running costs are affected by daylength
all the production is checked every day as before but you will notice an increment of production because industries produces the same quantity in the same time
this is the normal behaviour, if you can read 1 book in 24 hours and i change the daylength to 96 hours you can read 4 books in a day
all the production is checked every day as before but you will notice an increment of production because industries produces the same quantity in the same time
this is the normal behaviour, if you can read 1 book in 24 hours and i change the daylength to 96 hours you can read 4 books in a day
No, with 32x daylength, you can make 32x as much money, (or the same amount, only 32x quicker!)
I have just started a MiniIN game, and gone from £0, to -£500k, to £100k in around 6 weeks!
It all depends on what behavoir people want.
peter1138: you thinking about having it in trunk?
I have just started a MiniIN game, and gone from £0, to -£500k, to £100k in around 6 weeks!
It all depends on what behavoir people want.
peter1138: you thinking about having it in trunk?
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I would vote for that
I also think that there is an option to switch it off and therefore it does not change the (basic)gameplay at all.
I also think that there is an option to switch it off and therefore it does not change the (basic)gameplay at all.
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I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
I hooked up my accelerator to my brake lights. I hit the gas, people behind me stop, and I'm gone.
Understeer is when you hit the wall with the front of the car. Oversteer is when you hit the wall with the rear of the car. Horsepower is how fast you hit the wall. Torque is how far you take the wall with you. Spoilers and bodykits are how much of the wall you take with you. Rollcages and windownets are how much of a mess you leave on the wall.
i played with 10x daylength yesterday and it worked pretty fine
its true that you make 10 times more money in the same amount of "ingame time" - but compared to the realtime there is no difference
the interresting part is, that new vehicles and stuff become available 10 times slower
an interresting aspect for 24/7 dedicated servers with infinite gametime
usualy the game is over after 20 hours playtime and every player can build everything - thats not very interresting
maybe the production-cruves should be lowered a bit (i'm thinking of a logarithmic curve)
so if the game is 10 times slower you make 100% more profit - if the game is 100 times slower you make 200 % more profit
so its like in browser games - you build one track and wait 10 hours, log in again and build another track or just manage you system a bit
but a higher player and/or companylimit is important too
an open game wich lasts over 3 weeks instead of 1 day needs 21 times more players/companys - or i'm wrong at this point?
its true that you make 10 times more money in the same amount of "ingame time" - but compared to the realtime there is no difference
the interresting part is, that new vehicles and stuff become available 10 times slower
an interresting aspect for 24/7 dedicated servers with infinite gametime
usualy the game is over after 20 hours playtime and every player can build everything - thats not very interresting
maybe the production-cruves should be lowered a bit (i'm thinking of a logarithmic curve)
so if the game is 10 times slower you make 100% more profit - if the game is 100 times slower you make 200 % more profit
so its like in browser games - you build one track and wait 10 hours, log in again and build another track or just manage you system a bit
but a higher player and/or companylimit is important too
an open game wich lasts over 3 weeks instead of 1 day needs 21 times more players/companys - or i'm wrong at this point?
Hi all. I've just tried this patch in a recent MiniIN and the result of it is that the game works exactly the same as before. The only difference is that the date goes slower and so vehicles become available at a slower pace, but you still earn money as if there was no patch. My idea for a slow game would be that you earn the same money in the same ingame time, so I've coded a different patch that tries to achive that by reducing the output of industries and cities.
Of course, if set to 1x it makes no changes to the game.
Of course, if set to 1x it makes no changes to the game.
- Attachments
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- day_length_r7031.diff
- (15.66 KiB) Downloaded 295 times
Something I noticed:
Despite NS being available, you can't actually used it since it only syncs values when they change, not when players start a game. The setting has to be saved in the savegame so that every network player gets the same value, or you'll get huge desyncs everywhere. You need a savegame bump and to use SDT_CONDVAR instead.
Edit: In fact, NS isn't valid for guiflags at all...
Code: Select all
+ SDT_VAR(Patches, day_length, SLE_UINT8, 0, NS, 1, 1, 32, 1, STR_CONFIG_PATCHES_DAY_LENGTH, NULL),
Edit: In fact, NS isn't valid for guiflags at all...
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mmm i just thought about the daylength and i remember you said that only the time is slowed but all economy is the same
how does this work?
in normal game, i say, you earn 1M in one month
with length set to 32x you earn 1M in one month
how much time you have to wait to earn enough money to build something?
the costs are only divided visually to show the same ammount of money and internally is always tick related (so at 1x is 1M and at 32x is 32M) or is really divided per 32 so you must wait 32 times longer to build anything?
how does this work?
in normal game, i say, you earn 1M in one month
with length set to 32x you earn 1M in one month
how much time you have to wait to earn enough money to build something?
the costs are only divided visually to show the same ammount of money and internally is always tick related (so at 1x is 1M and at 32x is 32M) or is really divided per 32 so you must wait 32 times longer to build anything?
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