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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Posts: 17
Joined: 06 Dec 2019 16:14

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.

Posts: 66
Joined: 29 May 2010 06:06

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.
The wrinkles only go where the smiles have been...
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