Thank you Zuu for your suggestions
. My thoughts about them:
If an AI don't build a HQ (Convoy), you can't see how many towns it has dominated. I don't know if this is a problem or not, as I in general think that it is good that this script encourage you to build a HQ.
In some ways, I suppose it could be a problem. As of right now, there don't appear to be very many good ways to communicate with the user (I will be requesting such features later). Besides, if NoGo is intended for Multiplayer use, there will be less of a chance of having AI's with no ability to build an HQ.
If you move the HQ, the old sign is not removed. If you take a look on my TransportGoals script (v2), you'll see that I actually use the API GSSign.BuildSign directly but store the sign id along with the other company specific data. This way I can remove the sign if the HQ has been moved without knowing the old location. (you could of course instead store the previous HQ location and just use Helper.SetSign(old_tile, "", true); to erase the old sign)
That was fixed, thank you
Your script crashes on load when I load a the game after having saved it. It looks like you are executing a DoCommand from inside your Load function. A solution is to just store the table with load data in your main class instance and then actually read and react on the data in the beginning of your Start() function. [you could again take a look on TransportGoals if you want inspiration]
That was also fixed (And TransportGoals was my inspiration from the very start
I get a flood of news messages on a 256*512 game with four AIs.
I was getting similar floods of messages too, but I was not sure how the community would react. As of now, I have limited some of the news messages to certain companies, depending on their relevance.
The towns grow to large cities quite fast. In just 10 years I got about 20 towns with a size between 3000 and up to 9000 inhabitants. (no town house NewGRF) If this is good or bad is a question of what you want to do with your script. Perhaps there is some other ways to reward players that dominate a town than growing it? (as most towns will have a dominator/owner and thus grow)
I am still considering such ideas. For right now, I have lowered the growth speed of towns.
An updated version of english.txt has been included if you would like to translate.
- A Synaptic Networking AI for OpenTTD