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Re: [GS] CityController v7

Posted: 24 Nov 2017 11:04
by Brumi
I'm no expert at all, but I guess that it's compatibile with 1.7.1 if it was good with 1.6. Just try it and report any problems if you happen to encounter them :)

Re: [GS] CityController v7

Posted: 18 Apr 2019 14:43
by Taurus
Dear All,
just one basic question: how do I check thresholds for unlocking next cargo, in the mode of few (unlocking) and normal (progressivity)?

Thanks is advance!

Re: [GS] CityController v7

Posted: 09 Sep 2021 22:41
by kuhlyus
I geht this error when i try to place down my HQ

Image
HQ error.png
(80.92 KiB) Not downloaded yet

After the 12.0 Update, cities don't recognise any deliveries

Posted: 18 Oct 2021 10:12
by Taurus
Hi Everyone!
I'm using OpenTTD on Steam and recently I've observed an issue after the update. I'm using City Controller game script, and new cities to which I start delivering (new, as connected after the update to 12.0) completely does not recognise any deliveries. Ergo, I can't grow them.

I will be grateful for all the help!

Thanks!

Re: After the 12.0 Update, cities don't recognise any deliveries

Posted: 18 Oct 2021 20:06
by kamnet
Taurus wrote: 18 Oct 2021 10:12
Moving this over to the support topic for CityController.

Re: [GS] CityController v7

Posted: 21 Oct 2021 23:02
by baronjutter
hello! I know this mod is perhaps abandoned but I was hoping someone who uses it could help me out.

I love the idea of the mod, very simple growth caps based on delivered cargo. The caps are fine and good (although I wish I could fine tune them a little per cargo) its the growth speed. If a city is under its population cap it will nearly instantly build enough houses to reach the cap. We're talking 20-50 houses in a day. It then nearly instantly reaches the cap and stops. Is there any way to slow down growth with the mod? I have difficulty on the highest setting in the script, and in my game settings I have town growth on the very slowest. I don't know how else to slow this down.

Re: After the 12.0 Update, cities don't recognise any deliveries

Posted: 22 Oct 2021 10:38
by _dp_
Taurus wrote: 18 Oct 2021 10:12 Hi Everyone!
I'm using OpenTTD on Steam and recently I've observed an issue after the update. I'm using City Controller game script, and new cities to which I start delivering (new, as connected after the update to 12.0) completely does not recognise any deliveries. Ergo, I can't grow them.

I will be grateful for all the help!

Thanks!
FWIW it's a bug in 12.0 that is already fixed and hopefully will be included in the next release.
https://github.com/OpenTTD/OpenTTD/issues/9626

Re: [GS] CityController v7

Posted: 01 Nov 2021 10:35
by Taurus
Thank you!

Re: [GS] CityController v8

Posted: 19 Mar 2023 21:24
by hpfx
Dears,
after 7 years without playing this game, I discover the great features from version 13, which I therefore tried, and I remembered that I had made a script in the past :)
City Controller v7 was still available, but it has a lot of flaws with recent cargos.
I decided I had to fix it.
I spent my whole week-end to learn all what I forgot about Game Scripts, that was not easy :)

Now I have to find how to upload in game repository, to allow every one to download it from the game interface,
I don't remember the process.(any tips?)
so for now, I am attaching here the script itself if anyone want to give a try.
under windows 10+ copy tar file into C:\Users\<user>\Documents\OpenTTD\content_download\game\ folder
I know it's not the right way,

Here are changes I made :
VERSION 8:
- fix crash when no cargo recognized for unlocking, prevent future cases.
- fix do not rely on old cargo id anymore to recognize cargo
- town effect is not used by FIRS and ECS, better use cargo code
- recognize 2 new cargos : vehicle and farm supply
- display completion year for cargo unlock goals
- add "quick Achievement" option to make goals faster to achieve (divide goals quantities from 2 to 5)

I plan also to implement suggested features,
also I plan to rebuild settings to made them simpler to understand, and remove cumbersome options.
but this will be for a future release.
for version 8 I simply wanted to keep script in the same spirit as v7.

Re: [GS] CityController v8

Posted: 09 May 2023 06:58
by Seriphyn
I like this a lot! I switch between Villages is Villages (which grows cities too fast with no limitation) and Renewed Village Growth (which never completely stops growth). This is exactly what I'm looking for! Progressing through cargo tiers :)

Glad to see it revived!

Re: [GS] CityController v8

Posted: 04 Aug 2023 19:01
by cnww
First of all let me say that I love the script, and I thank you for your work.

I'm afraid I managed to get it to crash while play-testing a scenario I'm working on. A screenshot of the error message, along with the town it relates to, should show up below.

A few things that may be relevant:
  • I fairly sure that I am using the latest version of CityController, I downloaded it from BaNaNas a few days ago.
  • The crash occurred during my second play-testing attempt for this scenario, in my first attempt the CityController script worked perfectly (AFAICT) for over 30 in-game years.
  • The town involved in the crash is one of two new towns I created in the scenario editor while making changes to the scenario after my first play-test.
  • The game started in January 1860. The crash occurred at the end of the first month/beginning of February. At the time of the script crash, no cargo had been delivered at all, but I did have a few trains loading.
My guess is that this is the first time the script attempted to update cargo delivery information, and it encountered a problem because (for some reason) the two towns I added to the scenario were not added to the script's array of towns (when selected in the scenario editor, does the game script perform array initialization while the editor is still open?).
crash.jpg
Script Crash Screenshot
(210.47 KiB) Not downloaded yet
On a hunch I started a new game (random map) with founding towns allowed and the CityController script and founded two towns. This did not cause a script crash.
I also tried enabling town-founding in my last pre-crash saved game (late January), and that did not prevent the crash from happening at the start of February.

Is there anything else I can do to help fix whatever is happening to trigger this crash?

On another note, I've spent hours building infrastructure for my play-test, is there any chance of repairing that game? Do I need to remove the gamescript from the scenario and start over?

Thank you for your time.

Edit: Holy crap that was fast.... :shock: I downloaded version 9, deleted CityController v8 from my content_download directory and suddenly it doesn't crash.

Re: [GS] CityController v8

Posted: 17 Mar 2024 15:29
by klote
Hi im having trouble with this script.

One of my players was able to reach endgame in my server but the script doesn't allow for city growth beyond 54000 people?
Also global goals are met but wont give new goals

Is that endgame? or does the script allow for bigger goals?
If it does then this is a bug?
Image

Re: [GS] CityController v10

Posted: 25 Dec 2024 00:58
by hpfx
new version 10 available on first post.
happy xmass :)

Re: [GS] CityController v11

Posted: 01 Jan 2025 23:21
by hpfx
Happy new year
Happy new city controller version 11
ctct11.png
ctct11.png (59.79 KiB) Viewed 9616 times
For your information, I am working to totally rework the cargo sequence based upon newgrf, for next release.

Re: [GS] CityController v11

Posted: 06 Jan 2025 15:25
by McBorer
Great script! It's any way to force it to work when it is put into already made scenario? Competition mode seem not working.
In previous versions I sort out this by starting scenario as multiplayer game, then deleting company and make new one. But since v10 it crashes every time.

Re: [GS] CityController v11

Posted: 07 Jan 2025 00:07
by hpfx
Hello,
thank you for your comment and your interrest.

Sadely, game script are not supposed to be updated in an existing samegame.
That's a general fact that apply to any game script, by design it stores its data in the save game.
Even if the trick did worked for you with version 9 and 10, it's only because data in save game were exactly the same.
But with version 11 (and version 12 I am working on) I need to store different data in the savegame. so it can not be compatible anymore.

So, when you load the savegame (with data from version 10 inside), the script version 11 get non relevant information, and gamescript cannot behave correctly.

To make it possible we need tell the script to reset to get a fresh start. but for that we need a way to interact with it... (and even would be that's tedious, we had to reset existing goals...)
I had hope it could be possible to interact with the console, but it looks it's not possible, there are no GSConsole API exposed by the game,
Also, I had idea to read message sign that user could left, but signs doesn't trigger any event in gamescript...
anyone have an idea to interact during the game with the script that could be catched by the event loop ?

EDIT : maybe try to relocate your HQ, it may (re)start the process on goal creation within the script... But not it's not 100% sure, and gamescript may dysfunction somewhere...

Re: [GS] CityController v11

Posted: 07 Jan 2025 04:36
by McBorer
Thank You for respond. Relocating HQ didn't work. I have to rebuild scenario with GS loaded first. Anyway great work, script is fantastic. Thx

Re: [GS] CityController v11

Posted: 11 Jan 2025 14:49
by hpfx
McBorer wrote: 07 Jan 2025 04:36 Thank You for respond. Relocating HQ didn't work. I have to rebuild scenario with GS loaded first. Anyway great work, script is fantastic. Thx
Hello,
I hope you kept you old savegame...
I made a special feature to recover from an old savegame. it would be great if you can test it on your broken savegame.
please note this gamescript is only to test this feature, not really to play game with, if your test is succesfull I will add it to core version.
also remember these are not supposed to work like this in openttd, this is experimental.
this is not version 12, despite it's tagged as 12.

how do it works,
First, replace current script with this version (but you already know how to do that),
43544354-City_Controller-12.tar
(107 KiB) Downloaded 73 times
Load your savegame, place a sign with this label :
GS:clear_goals,reset_goals
and then purchase exclusive transport right of any city.
and wait few seconds... you may need another round with GS:reset_cargos
you also may need to place again your HQ.

example of screen,
loading old game with new script, all goals broken:
GS_ctct_broken.png
GS_ctct_broken.png (62.61 KiB) Viewed 8939 times
after actions, all goals repaired:
GS_ctct_repaired.png
GS_ctct_repaired.png (106.96 KiB) Viewed 8939 times

Re: [GS] CityController v11

Posted: 12 Jan 2025 09:34
by McBorer
Hi!
Im not able to load that GS. I copied tar file in to '/game' directory with others GS's. It isn't on the list of GS in game. After that I removed old versions of City Controller scripts from directory but it is still not visible to game.

Re: [GS] CityController v11

Posted: 12 Jan 2025 11:15
by McBorer
I deleted that save game, but repeated whole process and tested as You instructed me and it works!!! I also try my old method and it also work, script didn't crashed! Thank You very much. So now just waiting for v12 release :lol: