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[Suggestion] Day Length mods

Open smurfix opened this issue 1 year ago • 1 comments

Hi,

AFACT there's two basic approaches to lengthening the OpenTTD days that work pretty well IMHO.

One is JGRPP's, which (from a static-game-mechanics point of view) has pretty much the same effect as teaching all your hardware how to teleport AFAICT, because relative to the trains+buses+etc. everything else just slows way down. The downside is that your trains sit in their stations for ages, waiting for cargo.

The other is https://github.com/kaomoneus/OpenTTD which increases one-time cost (and max bank credit) instead – so you still need a game year to recoup buying your train, but instead of sitting in the station waiting for goods, they run around all the time (too much so when OpenTTD years get longer than an hour IMHO). The downside is that that approach touches the same code JGRPP affects, so merging is out of the question.

However … I wonder whether there's interest in combining these two? In other words, add a "balance" percentage setting that tells OpenTTD which portion of the day length increase affects production (the other part would affect the cost balance instead)?

I already forward-ported Kaomoneus' patch to OpenTTD mainline so I might be persuaded to do this … assuming that there's a chance this might land in JGRPP, eventually.

smurfix avatar Mar 29 '23 06:03 smurfix

Cargo generation from industries and passenger demand from towns can already be scaled by a factor (independently of each other) to compensate for increasing the day length. The "BaseCosts" NewGRF can be used to scale any category of costs in the game by an arbitrary power of 2, including but not limited to infrastructure and vehicle purchase, maintenance and running costs. This can be used to adjust the balance between capital and operating expenses (as that gets affected by daylength and cargo demand scaling).

James103 avatar Mar 29 '23 06:03 James103