[GS] Think globally, act locally
Moderator: OpenTTD Developers
-
- Engineer
- Posts: 23
- Joined: 15 Mar 2019 19:56
Re: [GS] Think globally, act locally
I have found a bug (I believe):
The time elapsed is reset when you load your saved game. Can you confirm?
The time elapsed is reset when you load your saved game. Can you confirm?
Re: [GS] Think globally, act locally
Yes, it is a bug, but I have no idea, how to fix it. I have variable for starting year saved:HapticTactic wrote: The time elapsed is reset when you load your saved game. Can you confirm?
Code: Select all
function GSToyHelper::Save() {
local save_table = {};
save_table.town_data_table <- {};
if (firsttime_start) {
save_table.town_data_table <- ::TownDataTable;
} else {
foreach (i, town in this.towns)
{
save_table.town_data_table[town.id] <- town.SavingTownData();
}
save_table.gamestart_year <- this.gamestart_year;
}
return save_table;
}
Code: Select all
function GSToyHelper::Load(version, saved_data)
{
firsttime_start = false;
foreach (townid, town_data in saved_data.town_data_table) {
::TownDataTable[townid] <- town_data;
}
this.gamestart_year = saved_data.gamestart_year;
}
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
-
- Engineer
- Posts: 23
- Joined: 15 Mar 2019 19:56
Re: [GS] Think globally, act locally
Well, that's too bad. My programming skills for OTTD are non-existent.
What is the actual effect of this bug? Does it only mean that the script becomes easier in difficulty every time the time is reset because the global economy index grows?
What is the actual effect of this bug? Does it only mean that the script becomes easier in difficulty every time the time is reset because the global economy index grows?
Re: [GS] Think globally, act locally
Exactly yes. In case of multiplayer server, there is usually no problem due to lack of save/load procedures. In case of singleplayer, you can just pause game instead of quit.HapticTactic wrote: What is the actual effect of this bug? Does it only mean that the script becomes easier in difficulty every time the time is reset because the global economy index grows?
-
- Engineer
- Posts: 23
- Joined: 15 Mar 2019 19:56
Re: [GS] Think globally, act locally
Well, I am currently using the script in a multiplayer game that we have saved and loaded numerous times (because the game is long).McZapkie wrote:Exactly yes. In case of multiplayer server, there is usually no problem due to lack of save/load procedures. In case of singleplayer, you can just pause game instead of quit.HapticTactic wrote: What is the actual effect of this bug? Does it only mean that the script becomes easier in difficulty every time the time is reset because the global economy index grows?
Re: [GS] Think globally, act locally
I'm just guessing but do you need to save gamestart_year on the first run? Maybe you can move that line out of the if() like so...
Code: Select all
function GSToyHelper::Save() {
local save_table = {};
save_table.town_data_table <- {};
if (firsttime_start) {
save_table.town_data_table <- ::TownDataTable;
} else {
foreach (i, town in this.towns)
{
save_table.town_data_table[town.id] <- town.SavingTownData();
}
//save_table.gamestart_year <- this.gamestart_year;
}
save_table.gamestart_year <- this.gamestart_year;
return save_table;
}
Re: [GS] Think globally, act locally
Version 19 uploaded to bananas.
I removed all game duration stuff and simplified rules, now:
because subsidies are generated between already served town and any other town, served or not.
I removed all game duration stuff and simplified rules, now:
- industry will be generated if amount of served industry (+ bonus from subsidies) is above threshold (settings);
- density of industry generation depend on active subsidies and vary from 2 to 5 if above-mentioned criterion is fulfilled;
- subsidies will be generated if amount of served towns is above threshold (settings);
- town growth cargoes are now compatible with XIS.
because subsidies are generated between already served town and any other town, served or not.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: [GS] Think globally, act locally
Oops, started and got this error on map generation (latest XIS).
- Attachments
-
- Unnamed, Jan 1st, 1920.png
- (2.5 MiB) Not downloaded yet
Re: [GS] Think globally, act locally
Could you show script settings?
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: [GS] Think globally, act locally
Just tried again with Industry setting OFF and works. It occurs when Industry: try to keep industries on map: ON
the rest are default.
the rest are default.
Re: [GS] Think globally, act locally
Fixed version 20 is on bananas. I also simplified city growth rules, below 50 city grow intself, below 500 it demands mail or pass, above this threshold it demand both mail and pass.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
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- Tycoon
- Posts: 1250
- Joined: 16 Oct 2018 08:31
- Location: Heart of the Highlands. Not Scottish. Czech.
Re: [GS] Think globally, act locally
The game seems to ignore older versions of the script. When you start a game played with an older version, the script does not load.
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- Engineer
- Posts: 20
- Joined: 22 Jan 2023 23:17
Re: [GS] Think globally, act locally
Playing on a snowy map, I can't get a town above the snow line to grow. It has been at 459 population since the start of the game and I have been keeping it above the passengers and mail threshold all the while. I have tried bringing food to it, but to no avail. I am using AXIS and Improved Town Layouts if that makes a difference. For what it's worth, the script does not seem to recognize the food from AXIS as food--maybe the way cargoes are defined internally needs to be looked at. I am going to continue with this save and try bringing goods once I have that set up.
-
- Engineer
- Posts: 20
- Joined: 22 Jan 2023 23:17
Re: [GS] Think globally, act locally
Hello, I am still enjoying this script due to the industry growth control (truly, it sets it apart and makes the game bearable!), but I'd like to include some generic road traffic with the CityLifeAI. It does not appear that this script supports the library required (ToyLib - viewtopic.php?f=65&t=71597). Could this be added?
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