Script to slow down early city growth?

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.

Moderator: OpenTTD Developers

Post Reply
leifbk
Chairman
Chairman
Posts: 821
Joined: 23 Dec 2013 16:33
Location: Bærum, Norway

Script to slow down early city growth?

Post by leifbk »

I posted this suggestion in the OCG thread, but after some investigation and further thought I think that it should be implemented as a script of its own:

Make city growth aware of the time period, such that pre 1850, growth should be very slow (1/8). From 1850-1900 a little quicker (1/4), then a new pace 1900-1950 (1/2), and "normal" (full) growth only from 1950. Some of us like to play with horses in the 18th century, but don't like megacities :)

I don't know anything about scripting in OTTD, but I figure this should be fairly simple to implement.
HGus
Traffic Manager
Traffic Manager
Posts: 128
Joined: 12 May 2013 22:28
Location: Argentina

Re: Script to slow down early city growth?

Post by HGus »

Hi, what you are looking for already was implemented by early houses GRF, check it in Bananas (online content download).

http://www.tt-forums.net/viewtopic.php?t=43572
leifbk
Chairman
Chairman
Posts: 821
Joined: 23 Dec 2013 16:33
Location: Bærum, Norway

Re: Script to slow down early city growth?

Post by leifbk »

HGus wrote:Hi, what you are looking for already was implemented by early houses GRF, check it in Bananas (online content download).

http://www.tt-forums.net/viewtopic.php?t=43572
Yes it does - kind of. But see this thread, where we discover that the "Early Houses" wreaks havoc with other GRFs. I've used this GRF for several games, but have now removed it. And the Swedish houses popped up again at once in a new game started in 1850.

I'm now testing the "City Growth Limiter" (SyCityGrowth) game script, and it seems to do pretty much what I want. But I still think that a game that is fully playable from 1700 with FIRS, eGRVTS, and Sail Ships, should be able to reflect the different rates of growth over the centuries.
HGus
Traffic Manager
Traffic Manager
Posts: 128
Joined: 12 May 2013 22:28
Location: Argentina

Re: Script to slow down early city growth?

Post by HGus »

Ok, I saw it, sorry...

I only use TTRS, that allow mixing with other town GRFs, and Early Houses. I'd never tried with Swedish, Japanese or others...

BTW, thanks for the data, I was getting hard with NAI and didn't know nothing about other city growth limiters. :)

OT: do you know anything about NewGRFs with vehicles starting before 1700? OTTD can be started from year 1 (or zero), but... :|
Post Reply

Return to “OpenTTD AIs and Game Scripts”

Who is online

Users browsing this forum: No registered users and 11 guests