Search found 4 matches
- Sat Apr 18, 2009 7:19 am
- Forum: Strategy
- Topic: Maintenance Costs In Depth
- Replies: 34
- Views: 64940
Re: Maintenance Costs In Depth
It's possible you hit a point where a number truncation is effectively causing a zero... or maybe you'll get 1 increase every million ticks or something, laugh. If it works, it works. I'm pretty sure it does just make it zero. When rounding earnings to the nearest thousand it'll go right down to 0 ...
- Sat Apr 18, 2009 2:50 am
- Forum: Strategy
- Topic: Maintenance Costs In Depth
- Replies: 34
- Views: 64940
Re: Maintenance Costs In Depth
There's so much we can't change :( Especially anything that you'd want to change along with iTurnsPerMonth (city/industry growth rates, periodic maintenance, maintenance frequency, event/patent frequency, etc). If I'm reading things right, I can take the ARC values from your engine stats spreadsheet...
- Sat Apr 18, 2009 1:03 am
- Forum: Strategy
- Topic: Maintenance Costs In Depth
- Replies: 34
- Views: 64940
Re: Maintenance Costs In Depth
Right Covak, that sounds like a great solution... or you could do it like Jancsika says... or you can set the periodic maintenance increase to 0 (what's the variable for that?) and set the base maintenance to something near the optimized maintenance cost (adjusted for ticks like you did). Then you ...
- Wed Apr 15, 2009 12:56 am
- Forum: Strategy
- Topic: Maintenance Costs In Depth
- Replies: 34
- Views: 64940
Re: Maintenance Costs In Depth
Just adding my 2 cents here, as this was an issue for me recently... We're stuck with maintenance every 40 ticks and the increases every 1000 ticks, which is annoying when making iTurnsPerMonth larger. But we do just barely have enough control to compensate! :) Let's say we want the game 10 times sl...