Migrations GS

Discuss the new AI features ("NoAI") introduced into OpenTTD 0.7, allowing you to implement custom AIs, and the new Game Scripts available in OpenTTD 1.2 and higher.

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Joubarbe
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Re: Migrations GS

Post by Joubarbe »

Amazing script! I agree there should be an option to activate vanilla growth though. Having to go into the source code to comment out a line is a bit rough :)
But I admit I don't know how to run multiple scripts at once, so maybe you had that in mind when writing your script.
cmhbob
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Re: Migrations GS

Post by cmhbob »

I'm getting an error on the script, and it may well be operator-induced.

I've never run scripts before, AFAIK. I downloaded V3 via in-game content manager. That left me with a .rar. file in D:\Documents\OpenTTD\content_download\game. The game recognized that I had the script available and let me change settings and so forth. I started a game running JGRPP 33.2 on top of 1.9.3. Not long after I started the game, a couple of new cities sprouted near industries, even before I started servicing those industries. None have popped up in the last few game years though. Then I noticed that none of the cities were growing at all, even after I Funded New Buildings. The game has been running for 14 years at this point.

Log says "Loading failed: there was data for the script to load but the script does not have a Load() function. Script settings are default other than logging.

I've also tried unzipping the .rar filewhichh left the .nut files in D:\Documents\OpenTTD\content_download\game\Migrations-3\Migrations-3. I assume I'm missing something obvious here.
--
Bob
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Me, elsewhere
thexa4
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Re: Migrations GS

Post by thexa4 »

cmhbob wrote: 02 Apr 2020 03:40 I'm getting an error on the script, and it may well be operator-induced.
I found an issue that would cause the script to hang when pathing over a river. It has been fixed in the latest version
R-TEAM wrote: 08 Dec 2019 23:53 would it be possible to make the "vanilla" growth as an additional growth option ?
Joubarbe wrote: 02 Jan 2020 07:00 Amazing script! I agree there should be an option to activate vanilla growth though. Having to go into the source code to comment out a line is a bit rough :)
But I admit I don't know how to run multiple scripts at once, so maybe you had that in mind when writing your script.
I added an option to enable both jobs growth and vanilla growth. Keep in mind that that the script hasn't been tuned for that situation so results may vary.
thexa4
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Re: Migrations GS

Post by thexa4 »

Released version 4 of the migrations script. It's compatible with older saves but has slightly different growth behavior.

Changelog
  • Job seekers will now take past economic results into account making them slower to migrate. This also makes people stay put longer when there are short periods of no transport.
  • People will now stay put if their town / city has less than 50 inhabitants.
  • Default grid size has been changed to 48 tiles to keep a bit of space between cities for transport / industry.
  • Fixed a bug where the script would hang when it had to build a bridge.
  • Added debug messages that show the amount of job seekers and the amount of available jobs.
  • The simulation now updates monthly instead of continuously. This fixes the slower growth that would occur if the amount of cities increased.
  • Added a challenging mode setup to the first post.
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