Transport Fever

Transport Fever

New pricing formulas
20 Comments
CoW 23 Apr, 2018 @ 3:51pm 
@BigWolf Please!!
Some prices for planes and boats!! Your Mod is awesome!!
You just have to do it!
BigWolfChris  [author] 19 Jan, 2018 @ 12:44pm 
Possible one of the patches messed things around
Don't play the game myself these days, so can't say for certain I'm afraid
Drehverschluss 18 Jan, 2018 @ 1:50am 
Its seems that something is wrong with your math on Trucks. They just dont charge any maintance cost for it. Or at least its so low that you wont see it. Like for the "Benz" truck your get in early game they carge you just 15$/year but shouldnt it be 1.5k $?
Alywiz 30 Aug, 2017 @ 2:09pm 
is there a status update on adding plane and ships to the formula?
Coaster 21 May, 2017 @ 10:12am 
The difference in price between a max speed wagon, and a regular one is substantial (usually much lower). Perhaps include a 'max wagon speed' option (like discount, enter speed desired), that takes effect after prices have been calculated. Then you could remove the wagonalt calculations.
6000 Chipmunks 20 Feb, 2017 @ 4:47am 
Sorry BigWolf....I guess I was looking in the wrong folder. I found it now. Thanks!
BigWolfChris  [author] 19 Feb, 2017 @ 7:36am 
I could word that better, but there are two capdis variables

roadcapdis
railcapdis

Should be lines 16, & 17
BigWolfChris  [author] 3 Dec, 2016 @ 10:51am 
No the mod shouldn't be having any effect on prices of rails, bridges, roads, etc.

I've just made some bridges on my game with mod on vs. off, and the prices are same, so perhaps another mod you're trying is causing an issue? (Or combination of this mod, and another, but that shouldn't happen)
OkkelsSkov 3 Dec, 2016 @ 9:13am 
Does this mod change the rail prices because after i downloaded the mod bridge cost went soaring to ridiculous highs sometimes a bridge would cost 100 mil, and if so how can it be changed in the mod.lua file?
Droknar 2 Dec, 2016 @ 6:02pm 
Yup it is fixed. This is a great mod.
BigWolfChris  [author] 2 Dec, 2016 @ 5:44pm 
Should now be fixed
Droknar 2 Dec, 2016 @ 4:52pm 
After this mod updated today road vehicle prices are broken. No matter what you change in the mod.lua file the price does not change in game, purchase price and maintenence. Trains and wagons are still reflecting the changes
BigWolfChris  [author] 2 Dec, 2016 @ 12:14pm 
Steam\steamapps\workshop\content\446800\810353125\
Hurgar 2 Dec, 2016 @ 11:44am 
stupid question. where is the mod.lau files located?
BigWolfChris  [author] 2 Dec, 2016 @ 9:12am 
I get what you're saying, if the numbers are exposed inside the files - or we know it's tables location/name, then it should be pretty easy to make a script to lower them
Nicky 2 Dec, 2016 @ 6:41am 
Exactly. The only component still missign is a script to lower the number of inhabitatns per city buildings and their demand for cargo.
BigWolfChris  [author] 2 Dec, 2016 @ 6:03am 
Oh, and thx for pointing out the mistype, suppose that's what I get for uploading at 2am, lol
BigWolfChris  [author] 2 Dec, 2016 @ 5:58am 
@simtropbuggi - some random examples will added to the description shortly

@Nicky, I think the best option there will be to simply lower the maximum number of goods/population the game will go to, don't think modders can do anything else concerning performance - at least from what I've seen so far
Nicky 1 Dec, 2016 @ 11:01pm 
This mod can be combined with a cargo altering mod in order to make a performance mod, by reducing the number of agents on the map. Can someone with scripting skills look into that ?
Flexible Games 1 Dec, 2016 @ 10:16pm 
"this mod may need to be last on the LIST to do so" :)
Also, can you add to the description a small sample of the price differences versus vanilla?
For example, Peterbuilt truck vanilla $ price : $ running - modded $ price : $ running