scr-demo.png [ 43.02 KiB | Viewed 13019 times ]
Hello all, here now an AI player for OpenTTD named Trans
. Project started at Sunday, February 01, 2009 as Fan AI
. After looking for this AI name for a few months, finally I've found TRANS
, wich is T
. Ah.. not must be like that, in fact I really only need a name.
There are many AI's available, and this one is not good enough to beat them Description:
Trans is an AI for OpenTTD. It try to transporting cargoes from/to any towns and industries using Bus, Truck, Tram, Aircraft and Ship
. In the future it would try to use all available vehicles. Current strategy is try to use only one type of industry (if possible) as the destination of transporting cargo named "Cargo Concept", As described in openttd-coopShort Name ID:
FTAI => Fanioz Trans AI :Version numbering:
The version number is in YYMMDD format. Latest version was 100307, mean it was released at 7th of March 2010.Usage:
-Download file (in 2nd post or Bananas-"In Game Content Download")
-Place inside your /ai
-Open AI configuration window and you have an options.
setting.png [ 10.5 KiB | Viewed 13019 times ]
note : -"Allow build Rail vehicle" would only take effect once available
The following items are configurable inside game (you've to set the difficulty setting to "custom") ::
- Vehicle to use
- Build Sign
- Dump Log
-type "start_ai trans" in your OpenTTD consoleNote:
-You would need at least OpenTTD RC-1 to run
-Please, report the bug(s) or something absurd that build by this AI (attach the screen shoot too)
-Bug report/suggestion/feature request could be made on this thread or http://noai.openttd.org/projects/ai-trans/issues/newTODO :
- Always fix coding style to follow 'OTTD/Doxygen standard'
- Always Bug fixing
- Be SMART
Trans is an effort to be a transporter.
Build first, improve later, No Final Version.Trans On OpenTTD NoAIhttp://noai.openttd.org/projects/show/ai-transChange log
For technical detail log, you could check on URL above.
-Using API 1.0
Remove : cleanup unused functions
Added : more descriptive (reasoning) debug message
Removed : Rail service
Added : Aircraft (passenger only) service
Added : Ship service
Added : Tram service
Fix : Version checking
Fix : Don't build unnecessary bridge
-Rail track, avoid to build on own road
-Road track, avoid to build on rail track
-Set to work on 0.7.2
-Use random name
-(Try fix bug#22
Fix :: Crash on un-managed TestMode
Fix :: Wrong "last_transport" setting
Fix :: Error type while Save/Loading Station manager
Change :: Using Small rail station 1x3
Change :: Using Path Based Signal
Change :: Vehicle Management
New :: Adjustable AI run parameter
New :: Actually check OTTD version. It is required at least minor ver 7 and build 1 (0.7.1) or rev16537
New :: Using Task management.
Fix :: rail pathfinder, so you may not seen again an old-AI-style rail route
Fix :: Improvement in many areas (included but not limited to): cargo, industries, towns, and vehicles handling.
Fix :: Crash with tile not exist (happened if found unused station)
Fix :: Building Head quarter is randomized
Fix :: Rail that came from the tile exactly beside of depot now redirected to come from in front of depot instead
New :: add rail connection detection (you may seen "null" sign walking)
Adjusted : several operating parameters.
Fix : index "loco_len" does not exist
Fix :: Typos in vehicle detection
Fix :: Now, used combo type signal on rail station instead of exit type to make the train waiting inside of depot.
Fix :: wrong calculation of signal positioning has been corrected
Fix :: Build signal on existing signal will cycle signal type, so must do detect it before build.
Fix :: Issue with send vehicle to depot. (hope it fine now)
Fix :: adjustment little bit at rail path finder
Fix :: Combo signal has a 'feature', fall back to exit signal, and add entry signal too.
Fix :: un grouped vehicle after replacement now bounded to it group again
- Change name to Trans
Remove :: Conditional order on loading
Fix :: Loading save game will not try to rename President Name anymore
Fix :: Try to replace vehicle after 2 year
Fix :: More event handling
Fix :: recode the service generator
Fix :: Un-grouped vehicle now moved to its group
Fix :: Add vehicle to station by cargo waiting
Fix :: Train can't detect whether the second line has been built or not
Fix :: Typos in rail pathfinder
Fix :: Aystar.5 and BinaryHeap.1 not included anymore
Fix :: (re)write more documentation
New :: Add depot near destination
New :: Conditional Order for servicing on destination depot if required.
New :: Try to rename Drop Off Station (1, 2, ...)
New :: Try to handle Industry -> Town cargo (water, good, food)
New :: Try to support save / load (known problem : not work in the middle of building station/depot)
New :: Try to use train for servicing, if failed fall back to road vehicle
New :: Detect a number of vehicle in front off station and inside rail depot
New :: Add a little bit randomization to allow run with same instance
New :: Try to implement "be nice" (to SirkoZ)
New :: Simple Flattening land to build rail station
New :: Support New GRF for Rail Stations
New :: Used a modification pathfinder :
Fix :: adjust some operating parameters
Fix :: road station building, now use AITileList_IndustryProducing/Accepting
Fix :: Vehicle group name have leading zero if it is below 10 (some one PM-me about this issue)
Fix :: Better handling on vehicle unprofitable (after AIOrdr.SkipToOrder is available)
New :: Use conditional order to prevent congestion (experimental)
Fix ::Sleep value should be at least 1
Fix :: some typos
Fix:: forget to remark un-finished generator code
Fix:: Road Station Heading & Building (Join Distance Station)
Fix:: even handler on vehicle lost and unprofitable
Fix :: adust some operational parameter.
:: problem :: Can't found AIOrder.SkipOrderCurrent(vehicle_ID) in API (to skip current order)
:: problem :: AIEventController.InsertEvent <- index not exist (some time, on runtime)
New :: First release of AI, named FanAI
New :: Using road vehicle for servicing industries