Daylength #8397
Replies: 10 comments 37 replies
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Slow down vehicle progressionPlay 1960 trains forever! For many players, the game seems to progress quickly. A new generation of vehicles appears, so we upgrade and tune our networks. Then just as we finish, boom! A new generation of vehicles appears. On busy or large maps it can be hard to keep up. Slower progression of vehicles would make a more relaxing games for some players. This can be solved in multiple ways, of which daylength is one. Others include using non-real intro dates in newgrf, or ideas like groundhog year #8384 |
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Building very large networks on very large mapsI don't know if this one is a factor, but do some players just want a slower game so they can build very large networks on very large maps? |
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Reduced rate of town and industry cargo generationI don't know if this one is a factor, but typical approaches to daylength will cause towns and industry to generate less cargo per month, which some players might find preferable? Based on https://www.tt-forums.net/viewtopic.php?p=1191037#p1191037 This could alternatively be addressed in newgrf. |
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Making realistic simulations of real world transport networksThis one is based on the comment at https://www.tt-forums.net/viewtopic.php?p=1190831#p1190831 |
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A bit of a general comment, but the scaling of the original game is arbitrary and not in any way self-consistent. |
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Here's what made me look into changing the daylength: we sometimes play an online game with friends on a persistent server, but people can't usually play at the same time; they log in during work, after, or someone may not even have time to play every day. For that purpose, the game progresses much too quickly. Come back after you've missed a day and you're hopelessly left behind. Even when there's room for everyone and we make sure not to hog all the good spots, you'll be missing out. So I figure it's about the rate of advancement of technology, income, and growth rate of towns. We just want a slower general pace, with the years progressing considerably slower so that we can log in, build a line, and not come back a day later to massive cities and someone has made an absolute killing on their two oil lines that now have been running for decades. It's not about competitiveness as much as having a bit of fun together, so "balance" in that sense isn't the issue. I have no clue about the capacities of the engine, code, or other problems. I just wanted to chime in to say what my friends and I are looking for. |
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My preferred approach to "daylength" would be separating the "world history calendar" from the "game economy calendar". A while ago I tried starting a patch that separated these such that you could scale up/down the speed of the "world history calendar" (mainly affecting vehicle types, industry types, and town house types available), while the game economy was changed to run on something resembling the player's wall clock time. The result would become having two clocks going on. One major issue I bumped into was actually naming things. Those new "economy years" (12 minute increments) need a snappy name that's still easy to understand, but also won't get confused with anything in the "world history calendar" time. |
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Hi all! I completed my work on Slow Pace mode. I tried to grab best from all proposals. Detailed description: SlowPace.md Link to modified game clients: Latest OpenTTD Slow Pace release As a short answer to @nielsmh , most of mechs are in fact "animation bound". For example, cargo growth rate. This is bound to vehicle trips (which is animation). So you load vehicle every N animation time units, and thus cargo should also grow with animation pace. Whatever handled by |
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Released new version!
MCAAHNY!! |
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New release: synced with 13.4 |
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Daylength is much discussed.
Multiple patches exist. All are believed to have issues. Daylength fundamentally changes time scaling across the game in a way that was never anticipated. It's a design problem, not simply a programming problem.
So this isn't a 'vote here for daylength' discussion, rather it's to try and capture what people want from the game that leads them to the idea of changing daylength.
See also: groundhog year #8384
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