AIs and NARS2- problem with regearing

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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ostlandr
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AIs and NARS2- problem with regearing

Post by ostlandr »

Hey gang!

First, a big thanks to the AI devs. Awesome work! I enjoy having competition in my games.

Okay, here is the issue: When I play with NARS2 and regearing on, the max cargo load is 1 - the number of engines. The AIs will send a train out to load 100%, but it never gets there, which doesn't work so well for them. :|

Besides using another engine GRF or disabling regearing (not gonna happen!) any suggestions as how to fix this without me personally having to rewrite the code for every AI? Seriously, I have been playing UK games with UKRS lately but I miss NARS2.
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planetmaker
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Re: AIs and NARS2- problem with regearing

Post by planetmaker »

Honestly, that sounds IMO indeed like an issue for the respective AI writers more than an issue for OpenTTD. They just don't support (so far) all possible NewGRF quirks...

A possibility might be to offer a newgrf support library for AI writers so that it gets easy for them to test for issues of this kind :) I'm not sure how feasable or sensible that would be, though.
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Re: AIs and NARS2- problem with regearing

Post by Yexo »

Please report that issue in the AI topics for the AIs that have this problem. At least AdmiralAI v22 uses "full load any"-orders, so this problem should not happen.
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Re: AIs and NARS2- problem with regearing

Post by ostlandr »

OK, thanks. Will figure out which AIs are the offenders and ask the individual devs for support. Nice to know that Admiral will work fine with NARS2- I guess I can pick and choose the AIs so that only Admiral gets to run trains.
planetmaker wrote:Honestly, that sounds IMO indeed like an issue for the respective AI writers more than an issue for OpenTTD. They just don't support (so far) all possible NewGRF quirks...

A possibility might be to offer a newgrf support library for AI writers so that it gets easy for them to test for issues of this kind :) I'm not sure how feasable or sensible that would be, though.
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Re: AIs and NARS2- problem with regearing

Post by Zuu »

ostlandr wrote:Okay, here is the issue: When I play with NARS2 and regearing on, the max cargo load is 1 - the number of engines.
I don't want to be evil or anything, but have you made a typo in the formula or how is it supposed to be read?

If the formula would be

Code: Select all

max load = 1 - [number of engines]
A train with zero engines would at maximum be able to load 1 (what unit?)
A train with one engine would not be able to load anything (zero)
A train with two or more engines would only be able to load negative amount of cargo (how does that work??)


To me it seams that either I interpret the formula in another way than it was meant to be interpreted and/or there is a typo?
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Re: AIs and NARS2- problem with regearing

Post by Yexo »

It's not a formula, "- the number of engines" is an explanation where the 1 comes from, ie with 1 engine the train can load 1 regearing, with 2 engines 2 regearing, etc. Regearing is a cargo that is used to refit trains to different liveries.
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