[GS] Villages Is Villages

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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Limyx826
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Re: [GS] Villages Is Villages

Post by Limyx826 »

I started a game at 1800 and when the time is near 1900s there are barely any industries left since a lot of old industries unserviced closed down and not even a single new industry spawn in making the map very bare. Any tweak to the game script setting to allow industry repopulation rather than manually reenable the industry setting?
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erdek
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Re: [GS] Villages Is Villages

Post by erdek »

Same problem here with the no new industries. I started arround 1830 and now it is 1914, but the only one new industry is the one that I create. Many of the original ones clased down.
Maybe it is a problem with my old ottd version or for enter in the cheating menu. I think I will modify the "industrial density" setting to see if it changes.
Anyway, thank you sooo much for the script!!
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Re: [GS] Villages Is Villages

Post by Timberwolf »

The default settings are tuned a little toward FIRS where industries don't tend to close down as often, so preventing proliferation is more important.

By default, a lot of industries need to have quite high %age of cargo transported before new ones will be built. It's likely the script is expecting 75% of cargo to be transported from 75% of industries on the map before it will allow new ones to grow. Consistently hitting 75% transported is hard with early game vehicles, even in my own games I turn that down to more like 60% or so.

The solution is usually to keep working on connecting the industries that are left on the map, both to prevent them shutting down and also to increase that % served to the point new ones open up.
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Re: [GS] Villages Is Villages

Post by Limyx826 »

Any recommend settings for 2TallTyler's Improved Town Industries or purely vanilla industries?
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Re: [GS] Villages Is Villages

Post by erdek »

Timberwolf wrote: 12 Nov 2021 12:50 The default settings are tuned a little toward FIRS where industries don't tend to close down as often, so preventing proliferation is more important.

By default, a lot of industries need to have quite high %age of cargo transported before new ones will be built. It's likely the script is expecting 75% of cargo to be transported from 75% of industries on the map before it will allow new ones to grow. Consistently hitting 75% transported is hard with early game vehicles, even in my own games I turn that down to more like 60% or so.

The solution is usually to keep working on connecting the industries that are left on the map, both to prevent them shutting down and also to increase that % served to the point new ones open up.
Just remembered the other day that the settings can be modified while playing and also the "help" can be read so maybe the best is to tickle with te settings untill reach a point fine to me.

I usually play with high costs and very mountainous terrain so very often servicing some industries can be hard. Anyway, what shocked me more was that the mail distribution started to do things that I didn't understand at all. I quit your script thinking it was something it did, but I see that it was me who changed the settings somehow.

Sure that with an easier map and the mail in a simple distribution way I will enjoy your script more. It sure makes the cities grow slowly and that thing about the industries is challenging. The other way is maybe more dynamic but it's true that the map can get saturated.
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Re: [GS] Villages Is Villages

Post by Argus »

Bug
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Albion2000
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Re: [GS] Villages Is Villages

Post by Albion2000 »

Argus wrote: 20 Mar 2023 17:57Bug
I have this exact same issue, whenever I load villages is villages, even on a completely vanilla game, I get the same bug showing:
Image

I also seem to have some sort of bug (I am unsure if it is related to the above or not) on one of my long term saves, where this script is actually having the complete opposite affect. Cities are being limited by the amount of passengers served:
Image

However villages are endlessly growing. Many have just completely bypassed the "Maximum size of largest non-city" setting, which I have set to 15,000.
Image
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Re: [GS] Villages Is Villages

Post by Timberwolf »

Could you pop the savegame somewhere so I can take a look? It seems Villages isn't processing that second town, as there's no extra text in the town window. Older versions used to do that on certain combinations of map (4096*4096 with high town densities) but it should be OK in anything from the last few years, so I'm wondering what's going on there...
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Re: [GS] Villages Is Villages

Post by Albion2000 »

Can do, I think we've spoken on discord before so I'll just send the file there since its easy.

This map is 4k*8k if that could be affecting it? However I did start it less than one and a half years ago.

I think I had partially found a fix, however its super jank- opening the save file in the scenario editor- changing the GS to a different one, playing that scenario, saving it, then re adding Villages is villages as the GS, and that seeeems to fix it, but god know if that would potentially cause other problems down the line- the save ill send is before I've attempted all of that.
Last edited by Albion2000 on 18 Sep 2024 22:56, edited 1 time in total.
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Re: [GS] Villages Is Villages

Post by Stevie D »

This looks like a really exciting script and I'm looking forward to trying it out ... I've often thought that there ought to be a way to tie town growth not just to passenger services but also to industry activities ... you would expect a town that has a busy coal mine and factory to grow more than one that doesn't ... I hadn't envisioned requiring specific cargos to be delivered to the town buildings and non-productive industries but in the absence of a script that does exactly what I want, this looks like a good one to try.

But ... I just tried speed-running a test game, and I'm a bit puzzled how it is working out whether to allow cities to grow. I had one city that grew from about 2000 at the start to 6000 after some years, and then stopped.
It said I had a passenger shortfall of about 90, some months it dropped down to 85 or 80 but never below that, even when I added more and more services until I was carrying 600 passengers out of a maximum of 900.
Is that a known bug, an unknown bug, or am I misunderstanding how the requirements are calculated? It doesn't right that transporting 66% of possible passengers in a city is insufficient for growth (especially as I was only carrying about 25% of possible mail, and that seemed to be enough to keep the growth monster happy).
I didn't touch the settings – all were left as default. Any ideas what's happening?
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Re: [GS] Villages Is Villages

Post by maxucao »

Hi!! awesome GS!!! my villages grown controlled and in shape
one question
WHY!!!! :cry: :cry: i feel paid too much in taxes and dividend no like the AI...what can i do to paid less or something...i was reading and this said..invest in my network...sometimes i paid more or less
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