[GS] Renewed Village Growth (RVG)
Moderator: OpenTTD Developers
Re: [GS] Renewed Village Growth (RVG)
If you have a game without any other game script, it might be possible, but I haven't tried it, so can't tell for sure. It is possible to do in the scenario editor.
You can try to do it this way: viewtopic.php?p=1240195#p1240195
Also I am working on a new version, which should be ready soon™ and would not be compatible with previous version. It will also make it easier to add to the game.
You can try to do it this way: viewtopic.php?p=1240195#p1240195
Also I am working on a new version, which should be ready soon™ and would not be compatible with previous version. It will also make it easier to add to the game.
Re: [GS] Renewed Village Growth (RVG)
So I managed to add it this way, as well as by modifying info.nut to allow me to set the industry set to FIRS, however, I'm using FIRS 2 and the script only supports FIRS 1 & 3, so when I set it to FIRS 3 - Extreme (I'm using FIRS 2 - Extreme), I got an error saying "the industry set defined in the GS settings doesn't match with the game's initial cargo list". I'm not sure if this is because I added the script part way through the save, or if it's because FIRS 2 isn't supported.
Hope to hear back from you!
Cheers
Ayy Lmao
Re: [GS] Renewed Village Growth (RVG)
FIRS 2 is not supported in this version, but will be in the next one. In the next version, the economies, which are not predefined, will be automatically generated based on the cargo list and cargo type. Hopefully I will get to finish it this weekend, but no promises.
Or you can define the FIRS 2 economy as described here.
Re: [GS] Renewed Village Growth (RVG)
Perfect! Thank you!Firrel wrote: ↑28 Jan 2021 14:19FIRS 2 is not supported in this version, but will be in the next one. In the next version, the economies, which are not predefined, will be automatically generated based on the cargo list and cargo type. Hopefully I will get to finish it this weekend, but no promises.
Or you can define the FIRS 2 economy as described here.

Ayy Lmao
Re: [GS] Renewed Village Growth (RVG)
I have some games saved with an old version of the script. My cities are not developing now. Is there anything you can do about it? It's not just this script, but also others. The game did not replace the script with a new version, but at the same time it behaves as if it were there. Is it possible to restart it or stop this behavior?
Re: [GS] Renewed Village Growth (RVG)
You will need to specify the problem. Which version are you using? Which version are you trying to upgrade to? What other scripts? How to reproduce it? You can send me your save game and more info to PM.Argus wrote: ↑29 Jan 2021 15:18 I have some games saved with an old version of the script. My cities are not developing now. Is there anything you can do about it? It's not just this script, but also others. The game did not replace the script with a new version, but at the same time it behaves as if it were there. Is it possible to restart it or stop this behavior?
The versioning system works the way that the major versions are savegame incompatible and minor version should be compatible, so you can upgrade from 4.2 to 4.3, but not to 5.0 without breaking it. Keeping all versions savegame compatible would be too much work for what its worth.
It might be possible to restart and upgrade it with a small code change, but it might also break in so many ways, so you can do it at your risk. Here is how:
Re: [GS] Renewed Village Growth (RVG)
Now I don't have time for that, but it's a pity that the game doesn't behave like in the case of newgrf, when it simply turns off the missing graphics. As for the script version, I have downloaded the current one, and unfortunately I have no idea what version was originally in the saved game - I transferred the games and everything else to a new computer and some are even two years old ... I didn't think of transferring scripts, I had no idea there was such a problem. I do not want to change anything in the script, I'm sorry that the game does not have a more elegant solution for these cases ... Unfortunately, I will not describe the problem with my level of English better, simply if I give the ai / game settings, the script is not listed at all. However, the game behaves as if it has been loaded.
Re: [GS] Renewed Village Growth (RVG)
I had the same issue when I was messing around with some of the files, if the GS is not in a folder or a .tar in the Documents/OpenTTD/content_download/game folder, OpenTTD doesn't detect itArgus wrote: ↑29 Jan 2021 18:28 Now I don't have time for that, but it's a pity that the game doesn't behave like in the case of newgrf, when it simply turns off the missing graphics. As for the script version, I have downloaded the current one, and unfortunately I have no idea what version was originally in the saved game - I transferred the games and everything else to a new computer and some are even two years old ... I didn't think of transferring scripts, I had no idea there was such a problem. I do not want to change anything in the script, I'm sorry that the game does not have a more elegant solution for these cases ... Unfortunately, I will not describe the problem with my level of English better, simply if I give the ai / game settings, the script is not listed at all. However, the game behaves as if it has been loaded.
Probably not the problem, but might be worth checking?

Ayy Lmao
Re: [GS] Renewed Village Growth (RVG)
No, that's not it. In short, the saved game has an older version than the one currently downloaded. I expect the new games to behave the same when I update this script. Now I find that, for example, GS Think globally act locally, with which the problem is the most, I have it in several versions, in the given folder. Except for the current versions 12, 16 and 17. This script is only in version 5. I'll try to see if something has wandered somewhere, but I doubt it.
Re: [GS] Renewed Village Growth (RVG)
I have all the scripts where they should be. However, I additionally found out that there are scripts in the backup from the old computer in the end, so maybe the problem was solved.
Edit: Problem solved only partially, some versions probably still missing. But if it can't be solved other than by intervening in the script code and possibly breaking the saved game, I probably won't solve it anymore. It is a pity that it is not possible to find out which version was in that particular game.
Edit: Problem solved only partially, some versions probably still missing. But if it can't be solved other than by intervening in the script code and possibly breaking the saved game, I probably won't solve it anymore. It is a pity that it is not possible to find out which version was in that particular game.
Re: [GS] Renewed Village Growth (RVG)
New update for Renewed Village Growth 6.0 is available in BaNaNaS
This version received another rework of the town info box to allow few more parameters, that are already used up by a new feature. The feature adds a best contributor for each town, which is decided on how much each player contributed to the town in the previous month concerning fulfilling categories. Each player now receives points for increasing the population of towns over its maximum for each most contributed towns. The points are displayed in the Goals UI along with some more statistics.

Another requested feature is added, the industry stabilizer. When enabled, it will fund raw industries on the map and maintain that number of industries. As a bonus, it can be used to create a map with only raw industries, which suits well with the randomization gameplay.
Removed the need to select industry NewGRF, now the correct economy is choses from the list of explicitely supported economies. Now also featuring FIRS 2 thanks to pr0saic. If the industry is not explicitely supported, the categories will be proceduraly generated to support any Industry NewGRF now or in the future.
Added several more randomization options also with a new type: industry. This randomization type will create categories based on industry types in the game. Each category then represents one (or more if needed) industry type by their input cargo types. This is most useful for big economies like FIRS Steeltown or XIS.
The limiter is also reworked to show only underperforming cargo types. This also allows to define different limited cargo types, like ITI now has pax, mail and waste and YETI has pax, mail, yeti and tired yeti. The percentage is now the average of all limited cargo types.
These were big changes to the code, so if you encounter any problem, please post it here. You can download the update from the first post of this thread or from BaNaNaS.
Complete changelog
This version received another rework of the town info box to allow few more parameters, that are already used up by a new feature. The feature adds a best contributor for each town, which is decided on how much each player contributed to the town in the previous month concerning fulfilling categories. Each player now receives points for increasing the population of towns over its maximum for each most contributed towns. The points are displayed in the Goals UI along with some more statistics.
Another requested feature is added, the industry stabilizer. When enabled, it will fund raw industries on the map and maintain that number of industries. As a bonus, it can be used to create a map with only raw industries, which suits well with the randomization gameplay.
Removed the need to select industry NewGRF, now the correct economy is choses from the list of explicitely supported economies. Now also featuring FIRS 2 thanks to pr0saic. If the industry is not explicitely supported, the categories will be proceduraly generated to support any Industry NewGRF now or in the future.
Added several more randomization options also with a new type: industry. This randomization type will create categories based on industry types in the game. Each category then represents one (or more if needed) industry type by their input cargo types. This is most useful for big economies like FIRS Steeltown or XIS.
The limiter is also reworked to show only underperforming cargo types. This also allows to define different limited cargo types, like ITI now has pax, mail and waste and YETI has pax, mail, yeti and tired yeti. The percentage is now the average of all limited cargo types.
These were big changes to the code, so if you encounter any problem, please post it here. You can download the update from the first post of this thread or from BaNaNaS.
Complete changelog
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