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[MOD] Removing The Population and Limits
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berke Offline
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Post: #121
RE: [MOD] Removing The Population and Limits
Hi

First off, thank you for making this mod and putting all this time into helping us all Smile

I had a few problems making this work. I am using Windows Vista x64 and have Tropico 4 Modern Times on Steam. I created a "Game" folder in the steamapps/tropico4 folder and made a text document and named it "nolimits.lua" and put the code in it. However, though i saved it as all files, the document is still a text document and not lua or whatever else it is supposed to be. The mod hasn't been working in the first scenario for the Modern Times campaign (where i had a city i wanted to keep playing). Is there any chance you might upload the proper file on a website and post the link? Otherwise, is there something wrong that I'm doing?

Thank you once again!
12-06-2012 10:48 PM
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Simanos Offline
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Post: #122
RE: [MOD] Removing The Population and Limits
Maybe you have windows set to hide known file extentions and your file is actually named nolimits.lua.txt
google a solution
14-06-2012 09:03 PM
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dave Offline
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Post: #123
RE: [MOD] Removing The Population and Limits
Perhaps some of the problems people are having is that they are using Steam. I have worked on this for quite a bit now, and no luck. The file extension you listed for steam has no Tropico 4.exe, and I have looked through all the folders there, and haven't seen one. I made the lua file as instructed, put it in a folder named game, changed the notepad from txt, and put it in the file extension location you gave, but no dice. I am dying to play this mod. Tongue
18-06-2012 10:07 AM
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dave Offline
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Post: #124
RE: [MOD] Removing The Population and Limits
Obviously you have many happy "customers" here. But this is really user unfriendly. Sad

I have read every post here, and all the posts you linked to. I really don't get what I am doing wrong. . .

You can surely call me ignorant about computers; I don't mind.
But I wrote the lua on notepad, saved it as nolimits.lua as filetypes all files, saved it in a new folder named game in the location location: c/programfilesx86/steam/steamapps/common/tropico4/packs/boot/persist. It shows up as filetype lua on windows.

What am I missing here?
18-06-2012 11:34 AM
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dave Offline
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Post: #125
RE: [MOD] Removing The Population and Limits
Painstaking trial and error, i found out, you just dont put it in c/programfilesx86/steam/steamapps/common/tropico4/packs/boot/persist. You put it in c/programfilesx86/steam/steamapps/common/tropico4. How hard was that to just say? Tongue Now it works fine.
18-06-2012 03:37 PM
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Swixel Offline
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Post: #126
RE: [MOD] Removing The Population and Limits
I haven't had stable/continuous net access for the better part of a week now, and to say the least, forums aren't on the top of my priorities at the moment. I don't know how many graduates students there are floating around here, but I'm at least one of them. And while it may be a research degree, it also means I don't have much time to mod/forum when my net access is limited or unstable ...

(18-06-2012 10:07 AM)dave Wrote:  Perhaps some of the problems people are having is that they are using Steam.

Hardly; I have the steam version and my mother has the retail version, so I tested on both. She doesn't have MT, and my MT is on Steam, so, again, I'd doubt it's Steam.

(18-06-2012 11:34 AM)dave Wrote:  Obviously you have many happy "customers" here. But this is really user unfriendly. Sad

I have read every post here, and all the posts you linked to. I really don't get what I am doing wrong. . .

Probably. I removed user-friendly when I opened the source. Any post which makes reference to HPK files is old. The first post contains everything you need.

(18-06-2012 03:37 PM)dave Wrote:  Painstaking trial and error, i found out, you just dont put it in c/programfilesx86/steam/steamapps/common/tropico4/packs/boot/persist. You put it in c/programfilesx86/steam/steamapps/common/tropico4. How hard was that to just say? Tongue Now it works fine.

It says that in the first post.

I'd rather people take the time to read the post, learn what's happening, and be able to do something, rather than provide them with "magic" that works. Granted, I've provided "magic" in the past, but I've sinced opened the source of my code -- I moved away from the "damaging" aspects of the engine which are best left mystified. I also put a decompiler out there (the one SimCutie uses), but I still stand by manual decompilation mostly because local variable detection doesn't work well in any decompiler I've seen, but assignment may be tracked fairly trivially by a human.

And no, my research isn't in computer science.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
19-06-2012 12:36 AM
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dave Offline
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Post: #127
RE: [MOD] Removing The Population and Limits
(12-06-2012 10:48 PM)berke Wrote:  Hi

First off, thank you for making this mod and putting all this time into helping us all Smile

I had a few problems making this work. I am using Windows Vista x64 and have Tropico 4 Modern Times on Steam. I created a "Game" folder in the steamapps/tropico4 folder and made a text document and named it "nolimits.lua" and put the code in it. However, though i saved it as all files, the document is still a text document and not lua or whatever else it is supposed to be. The mod hasn't been working in the first scenario for the Modern Times campaign (where i had a city i wanted to keep playing). Is there any chance you might upload the proper file on a website and post the link? Otherwise, is there something wrong that I'm doing?

Thank you once again!

(19-06-2012 12:36 AM)Swixel Wrote:  I haven't had stable/continuous net access for the better part of a week now, and to say the least, forums aren't on the top of my priorities at the moment. I don't know how many graduates students there are floating around here, but I'm at least one of them. And while it may be a research degree, it also means I don't have much time to mod/forum when my net access is limited or unstable ...

(18-06-2012 10:07 AM)dave Wrote:  Perhaps some of the problems people are having is that they are using Steam.

Hardly; I have the steam version and my mother has the retail version, so I tested on both. She doesn't have MT, and my MT is on Steam, so, again, I'd doubt it's Steam.

(18-06-2012 11:34 AM)dave Wrote:  Obviously you have many happy "customers" here. But this is really user unfriendly. Sad

I have read every post here, and all the posts you linked to. I really don't get what I am doing wrong. . .

Probably. I removed user-friendly when I opened the source. Any post which makes reference to HPK files is old. The first post contains everything you need.

(18-06-2012 03:37 PM)dave Wrote:  Painstaking trial and error, i found out, you just dont put it in c/programfilesx86/steam/steamapps/common/tropico4/packs/boot/persist. You put it in c/programfilesx86/steam/steamapps/common/tropico4. How hard was that to just say? Tongue Now it works fine.

It says that in the first post.

I'd rather people take the time to read the post, learn what's happening, and be able to do something, rather than provide them with "magic" that works. Granted, I've provided "magic" in the past, but I've sinced opened the source of my code -- I moved away from the "damaging" aspects of the engine which are best left mystified. I also put a decompiler out there (the one SimCutie uses), but I still stand by manual decompilation mostly because local variable detection doesn't work well in any decompiler I've seen, but assignment may be tracked fairly trivially by a human.

And no, my research isn't in computer science.

Not here to get into a pissing contest with you. I am enjoying the mod. That said, your first post doesn't give the filepath. It just says put it where Tropico4.exe is. This is less than helpful. Later posts did say to put it in c/programfilesx86/steam/steamapps/common/tropico4/packs/boot/persist. I think you will find if you just put the correct filepaths for the various versions in the first post you would have less questions. Still, I am enjoying the mod. Thanks.
19-06-2012 02:50 PM
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Swixel Offline
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Post: #128
RE: [MOD] Removing The Population and Limits
(19-06-2012 02:50 PM)dave Wrote:  Not here to get into a pissing contest with you. I am enjoying the mod. That said, your first post doesn't give the filepath. It just says put it where Tropico4.exe is. This is less than helpful. Later posts did say to put it in c/programfilesx86/steam/steamapps/common/tropico4/packs/boot/persist. I think you will find if you just put the correct filepaths for the various versions in the first post you would have less questions. Still, I am enjoying the mod. Thanks.

The first post says where to put it in three sentences.

(25-10-2011 01:19 AM)Swixel Wrote:  1. Go to the directory with "Tropico 4.exe" in it.
2. Create a folder called "Game".
3. Save this as "nolimits.lua" within the Game folder.

The full path only works if it's the default path, I don't enjoy trying to list every version. As for the .lua.txt issue people have, it should be pretty obvious pretty quickly what the problem is.



That said I'm not interested in 'user-friendly' these days: it yields the same number of questions as this route does. As I'm not actively modding T3/HGE or T4/HGE2 at the moment, I'd rather leave the source accessible and clear to users. If they can't work out (from clear instructions) where to put files, then they can't use the mod. Were this a commercial add-on I'd look at it differently, but the long and short is that people wanted flexibility, and due to various changes, I've gone that route with the functioning modifications.

Modding is rough/dirty, and anyone who expects it to work flawlessly or just to be able to 'drop it in' without issues is dreaming. We take someone else's work, and (depending on your locality) modify it within the bounds of what we're legally allowed to do, and release things which tweak the gameplay.

I've had to do things far beyond what I'd anticipated to tap into things I haven't released for this (C++ Lua module which looks up positions of data in RAM using a string of bytes as a signature), but given that people have had issues running this, I'm unlikely to release that particular hacky-pile-of-code.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
24-06-2012 05:05 AM
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Kafdel Offline
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Post: #129
RE: [MOD] Removing The Population and Limits
Wonder if this Mod works with the tourists. Before, I noticed there was a certain limit to how many can be on the island.
26-06-2012 04:49 PM
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Swixel Offline
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Post: #130
RE: [MOD] Removing The Population and Limits
(26-06-2012 04:49 PM)Kafdel Wrote:  Wonder if this Mod works with the tourists. Before, I noticed there was a certain limit to how many can be on the island.

Tourists are limited using a different metric, so it shouldn't have a direct influence.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
26-06-2012 08:19 PM
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TheAznDonut Offline
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Post: #131
RE: [MOD] Removing The Population and Limits
Hey Swixel please help me i follow all your steps, 1. go to tropico, 2.create a folder "Game" and create a new txt doc and 3.paste your code saved as nolimits.lua, and i still cant get it to work i even reinstall the whole game please help i'm sick of stuck at 1200 population SadSadSadSad
16-07-2012 09:30 AM
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Swixel Offline
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Post: #132
RE: [MOD] Removing The Population and Limits
(16-07-2012 09:30 AM)TheAznDonut Wrote:  Hey Swixel please help me i follow all your steps, 1. go to tropico, 2.create a folder "Game" and create a new txt doc and 3.paste your code saved as nolimits.lua, and i still cant get it to work i even reinstall the whole game please help i'm sick of stuck at 1200 population SadSadSadSad

Check for a .txt at the end of the file. If file extensions are hidden, you will need to first set them as visible (this is in Folder options).

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
16-07-2012 11:36 AM
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TheAznDonut Offline
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Post: #133
RE: [MOD] Removing The Population and Limits
(16-07-2012 11:36 AM)Swixel Wrote:  
(16-07-2012 09:30 AM)TheAznDonut Wrote:  Hey Swixel please help me i follow all your steps, 1. go to tropico, 2.create a folder "Game" and create a new txt doc and 3.paste your code saved as nolimits.lua, and i still cant get it to work i even reinstall the whole game please help i'm sick of stuck at 1200 population SadSadSadSad

Check for a .txt at the end of the file. If file extensions are hidden, you will need to first set them as visible (this is in Folder options).

yup when i click file proprieties i see nolimits.lua as the name and file type is Text Document (.txt) do i need to remove (.txt)?

(16-07-2012 12:01 PM)TheAznDonut Wrote:  
(16-07-2012 11:36 AM)Swixel Wrote:  
(16-07-2012 09:30 AM)TheAznDonut Wrote:  Hey Swixel please help me i follow all your steps, 1. go to tropico, 2.create a folder "Game" and create a new txt doc and 3.paste your code saved as nolimits.lua, and i still cant get it to work i even reinstall the whole game please help i'm sick of stuck at 1200 population SadSadSadSad

Check for a .txt at the end of the file. If file extensions are hidden, you will need to first set them as visible (this is in Folder options).

yup when i click file proprieties i see nolimits.lua as the name and file type is Text Document (.txt) do i need to remove (.txt)?

nvm i think i removed the extension im gonna to try it out now thx so much you are a savior Big Grin

(16-07-2012 12:01 PM)TheAznDonut Wrote:  
(16-07-2012 11:36 AM)Swixel Wrote:  
(16-07-2012 09:30 AM)TheAznDonut Wrote:  Hey Swixel please help me i follow all your steps, 1. go to tropico, 2.create a folder "Game" and create a new txt doc and 3.paste your code saved as nolimits.lua, and i still cant get it to work i even reinstall the whole game please help i'm sick of stuck at 1200 population SadSadSadSad

Check for a .txt at the end of the file. If file extensions are hidden, you will need to first set them as visible (this is in Folder options).

yup when i click file proprieties i see nolimits.lua as the name and file type is Text Document (.txt) do i need to remove (.txt)?

(16-07-2012 12:01 PM)TheAznDonut Wrote:  
(16-07-2012 11:36 AM)Swixel Wrote:  
(16-07-2012 09:30 AM)TheAznDonut Wrote:  Hey Swixel please help me i follow all your steps, 1. go to tropico, 2.create a folder "Game" and create a new txt doc and 3.paste your code saved as nolimits.lua, and i still cant get it to work i even reinstall the whole game please help i'm sick of stuck at 1200 population SadSadSadSad

Check for a .txt at the end of the file. If file extensions are hidden, you will need to first set them as visible (this is in Folder options).

yup when i click file proprieties i see nolimits.lua as the name and file type is Text Document (.txt) do i need to remove (.txt)?

nvm i think i removed the extension im gonna to try it out now thx so much you are a savior Big Grin

it workkkkkkkkkkkkkkkkkkkkkkkkkk nice thank you thank you thank you now i can truly enjoy tropico thank you so much Big Grin only if i have my old saved game haha
(This post was last modified: 16-07-2012 12:27 PM by TheAznDonut.)
16-07-2012 12:01 PM
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Pezzaro Offline
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Post: #134
RE: [MOD] Removing The Population and Limits
Hello everyone, it is possible have a mod for 50 families space on tenements ???
Sorry for my english, im from Switzerland Big Grin
20-07-2012 12:26 PM
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Pezzaro Offline
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RE: [MOD] Removing The Population and Limits
(20-07-2012 12:26 PM)Pezzaro Wrote:  Hello everyone, it is possible have a mod for 50 families space on tenements ???
Sorry for my english, im from Switzerland Big Grin

Anyone ????
23-07-2012 09:29 AM
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Swixel Offline
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Post: #136
RE: [MOD] Removing The Population and Limits
(23-07-2012 09:29 AM)Pezzaro Wrote:  
(20-07-2012 12:26 PM)Pezzaro Wrote:  Hello everyone, it is possible have a mod for 50 families space on tenements ???
Sorry for my english, im from Switzerland Big Grin

Anyone ????

Yes, there are other threads about this ... this isn't covered by this mod.

I'd do it on a per-entity-type basis, look for threads I've started, the names should be pretty obvious as to which ones you want.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
24-07-2012 02:46 PM
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Pezzaro Offline
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RE: [MOD] Removing The Population and Limits
(24-07-2012 02:46 PM)Swixel Wrote:  
(23-07-2012 09:29 AM)Pezzaro Wrote:  
(20-07-2012 12:26 PM)Pezzaro Wrote:  Hello everyone, it is possible have a mod for 50 families space on tenements ???
Sorry for my english, im from Switzerland Big Grin

Anyone ????

Yes, there are other threads about this ... this isn't covered by this mod.

I'd do it on a per-entity-type basis, look for threads I've started, the names should be pretty obvious as to which ones you want.

I do not know where to start modding
24-07-2012 05:19 PM
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Wariat Offline
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Post: #138
RE: [MOD] Removing The Population and Limits
I see someone's ask whether this removes the limit on tourists for your island, and that it does not.

But does anyone know of a mod that does that? I've been dying to create a tyrannical tourist paradise, but the limited tourist numbers makes this non-viable.
17-08-2012 04:29 PM
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Swixel Offline
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Post: #139
RE: [MOD] Removing The Population and Limits
It's hardcoded into two buildings. You'd just need to mod the dock and the airport. If you didn't want to do that, you could easily just find the hex values, I guess...

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
18-08-2012 02:41 PM
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rav029 Offline
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RE: [MOD] Removing The Population and Limits
Since you Swixel are by far the most (and probably best) Tropico modder out there I would like to submit a short wishlist for you to consider

The population limit: as said before I think most of us would enjoy the normal game with normal immigrant numbers arriving but with one major modification: one would not run into the stupid limitation any time soon. If my estimates are correct I think that even if one would play until 2030 or so the population still wouldn't go beyond 4-5000. So - love your mod but I think you should consider releasing a version that ups the limit (to whatever) but keeps the immigrant numbers in normal game limits so one doesn't normally get more than 3-4k population

The costs:
Note: in all - and I mean all - my games I was swimming in cash by the early 1980s - swimming means millions and millions. And even by the 1960's I wouldn't ever worry about money due to the magnificent import - export industry system (read rubbish instead of magnificent)

What I think could change this game and make it very very very different is a simple tweak to the costs of all but the most basic buildings - and I think that somebody like you could do it very very fast and with little effort if you were willing - we simple mortals can't - so ... Big Grin
Keep this in mind - there is a simple reason why islands that could be an real life parallel to tropico didn't progress - the costs of importing technology.

SO my idea is this:

A. THE BLUEPRINTS
Make all blueprints at least 10-30 times more expensive to reflect the technology import necessary. The more sophisticated the building the more expensive the technology import.

B. THE BUILDINGS
In simple terms follow point A - but even more so - In essence simple services or production buildings could/should be rather cheap so maybe only 5-10 times more expensive (such as farms etc) while actual industry buildings should be all but prohibitive in costs. In my view no industrial facility should be under 100k - that would mean that one would have to consider his choices carefully. (there is after all a reason why banana republics only export raw materials ...). Oh and the garage - making that building more expensive would simulate the problem with motorizing the economy ....

I think the game engine has all it needs to make Tropico MT an excellent real life simulation - it's just that because they wanted to make the game very friendly they kept the costs too low.
People complain of getting it easy after a short while - that isn't the game engine's fault - you could be near red even by the year 2020 if building and industry would actually be expensive (or the infrastructure for it)

Thank you.

PS: perhaps the best thing to do would be to release a file where people could adjust these costs themselves - but that would be hard - so if you can and if you have the time please see how fun the game would be if you simply add one zero to the cost of everything ... Wink

cheers
07-10-2012 04:14 AM
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Swixel Offline
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Post: #141
RE: [MOD] Removing The Population and Limits
Flattered though I may be, I haven't been that active in modding in public in a while... mostly because I put everything you need to know out there. If you look around my posts (and/or threads) you'll find everything you really want in that post.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
15-10-2012 04:53 AM
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xfullboost Offline
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RE: [MOD] Removing The Population and Limits
gee am I doing this right? I put a new txt doc in

C:\Program Files (x86)\Steam\steamapps\common\Tropico 4\Game

named it nolimits and change it from TXT to LUA.

then i started the game and NOTHING happened. im still at 1400 people and my population is still crawling at ~10 ppl per ship

Edit

Opps I didnt see the full text in the mod, that fixed it. Now Ive got 400+ people coming at once!

this is a screenshot of it happening
http://steamcommunity.com/sharedfiles/fi...ideModal=1

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(This post was last modified: 19-11-2012 06:27 PM by xfullboost.)
19-11-2012 06:18 PM
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Timo Offline
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Post: #143
RE: [MOD] Removing The Population and Limits
(19-11-2012 06:18 PM)xfullboost Wrote:  Now Ive got 400+ people coming at once!

Glad to hear the mod is working properly for you now.

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19-11-2012 07:33 PM
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doji Offline
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Post: #144
RE: [MOD] Removing The Population and Limits
So, I've been playing for a while again, and remembered how annoying i found the current pop cap, so came back here to get tyrannus, only to find its not compatible with MT,

and so i ended in this topic, Created the lua file ( no .txt ) and placed it there.
but it wouldn't work
after reading most of it to make sure i put the file into the right spot,
i discovered i did not manage to copy the entire code, so i updated the lua file, made sure it was all there
and rebooted my game

Then i stumbled upon another problem.. if i load the game with the mod, immigration dies out.
The longest I've ran it was for about 10 years, and by then had bought 200 people, and got 0 from immigration.
when i googled the problem, i stumbled upon others that had the bug, but it was not related to the addon from what i read there.

i rebooted the game ( as others said it fixed the no immigration bug )
started a fresh game, but yet no immigration.

i zipped the lua file, and deleted the .lua, and rebooted the game again

this time i have no issues, but sadly, still suffering hindrance from the pop cap

as i did not see anyone having this issue pop up when installing the mod, i figured id post up here, and see if there's something i did wrong
30-11-2012 08:06 AM
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Swixel Offline
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Post: #145
RE: [MOD] Removing The Population and Limits
The fixed rebuild of Tyrannus caused other issues anyway so I removed the files as they all broke pretty badly...

No the broken immigration seems to be in the base game. I never worked out why it happened, but it was fairly rare.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
30-11-2012 08:45 AM
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doji Offline
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Post: #146
RE: [MOD] Removing The Population and Limits
Hmm, I had the file zipped up in the " Steam\steamapps\common\Tropico 4\Game " folder, and unzipped it to try again, And again.. i have no immigration active, so it seems to be triggerd by the lua file

** edit ** ok nvm, i need to stop trying to sort these things when im working my night shifts,
after posting i compared my file to the code, and found there where 2 lines missing..

local GameEntityCount = 200000
local MaxPopulation = 20000

><, put it in, saved, and created a new game, and just now on my 1st ship i got 6 immigrants.

Now to check how far i can go this way

i just got 150 people on the 1st ship after i got my immigration office, ill assume it working Smile

Great mod swixel Smile
(This post was last modified: 30-11-2012 07:25 PM by doji.)
30-11-2012 01:56 PM
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RedCommunist Offline
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Posts: 136
Joined: Oct 2009
Post: #147
RE: [MOD] Removing The Population and Limits
Hey Swixel, I love having the mod but using your code, can I edit it and where? IE: I want 3000 people limit and I only want a max of 50 people per ship, instead of getting 300~some people. I see you have local MaxPopulation = 20000. Can I just change that down or is that set? Let me know before I start to edit the lua file. Thanks!
16-02-2013 01:55 PM
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Swixel Offline
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Posts: 1,087
Joined: Sep 2011
Post: #148
RE: [MOD] Removing The Population and Limits
You should just be able to use changes like this...

Edit the first part to add this and change max pop:

Code:
local MaxPopulation = 3000
local ImmigrationLimit = 50

Then add a guard by making the randomize function a variable:

Code:
ImmigrationRandomize = function(y)
        local pop = MulDivRound(y, MaxPopulation - CitizenCount, 375)
        if pop > ImmigrationLimit then return ImmigrationLimit else return pop end
    end

OR you could just use random:
Code:
ImmigrationRandomize = function(y)
        return math.random(1,50)
    end

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
16-02-2013 11:50 PM
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RedCommunist Offline
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Posts: 136
Joined: Oct 2009
Post: #149
RE: [MOD] Removing The Population and Limits
I tried both ways and, while I havent passed the 3000 limit, I keep getting 120-200 immigrants per ship with open immigration. On the flip side if I do skilled workers only (even with tons of open jobs, I only get 3 or 4 at a time.
17-02-2013 11:38 PM
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Velo Offline
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Posts: 2
Joined: Mar 2013
Post: #150
Help with code please
Edit: Crap! Typical. The instant I post this, I find the problem. I thought I'd validated the Modern Cathedral, but it's CrystalCathedral, not CathedralModern. Ingnore the rest. num_people_serviced works great now!

I've been wanting to mod Tropico since the beginning, so thanks Swixel for making that available - love it. I have Modern Times using Steam and have been able to mod everything I wanted to except the following (in order of desire):

num_people_serviced - Zoo, Hospital, etc
num_workers - works great for most classes, but not for classes where there are only workers, i.e. SkyscraperOffice
area_effects.Pollution.amount
job_quality
housing_quality

I can see the tags in the extracted class files and in this same thread, Nineballfool has examples where he says they work - and they look correct based on the files, but copying his examples hasn't worked for me.

My code is in a single lua file in C:\Program Files (x86)\Steam\steamapps\common\Tropico 4\Game\nolimits.lua

Here's what works and what doesn't. If someone wouldn't mind taking a stab, I'd appreciate it.

Code:
-- Swixel's other stuff

function ExpandK2Housing()
    -- This works fine
    g_Classes.ApartmentModern_01.num_families = 24
    g_Classes.ApartmentModern_01.upgrades[1].price = 200
    g_Classes.ApartmentModern_01.upgrades[1].param1 = 40
    g_Classes.ApartmentModern_01.upgrades[1].power = 2

    g_Classes.ApartmentModern_02.num_families = 24
    g_Classes.ApartmentModern_02.upgrades[1].price = 200
    g_Classes.ApartmentModern_02.upgrades[1].param1 = 40
    g_Classes.ApartmentModern_02.upgrades[1].power = 2

    g_Classes.Zoo.num_workers = 4
    g_Classes.ShoppingMall.num_workers = 4
    g_Classes.CathedralModern.num_workers = 4

-- From here to end of function does not work

    g_Classes.SkyscraperOffice.num_workers = 48

    --I can set the num_workers for hospital fine..
    g_Classes.Hospital.num_people_serviced = 48
    
    g_Classes.LoggingCamp.area_effects.Pollution.amount = 0
    g_Classes.LumberMill.area_effects.Pollution.amount = 0
    g_Classes.FurnitureFactory.area_effects.Pollution.amount = 0

    g_Classes.Zoo.num_people_serviced = 48
    g_Classes.Zoo.service_quality = 120

end

-- Swixel's other stuff
(This post was last modified: 10-03-2013 08:55 PM by Velo.)
10-03-2013 08:46 PM
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