Convoy: train support testversion

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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Lord Aro
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Re: Convoy: train support testversion

Post by Lord Aro »

more digging:

ignore the main game screen but concentrate on the windows
the debug hasn't changed for years and the AI hasn't done anything either
convoy jam.png
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hope there's an update soon!
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Felix Atagong
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Re: Convoy: train support testversion

Post by Felix Atagong »

I love the early games, around 1850, when only horses are around (eGRVTS).

Convoy (v11) gives a big problem, obviously leading to bankruptcy, as it only builds 'classic' bus stations and not the drive-through type (see screenshot). The only buses around, however, are from the drive-through type (horses and carriages).

Another error in this particular game is that Convoy tried to build a bridge over my railway to connect with the city, but didn't see the train station, luckily if build an alternative way when it found out that the bridge lead to nowhere in particular.
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11Runner
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Re: Convoy: train support testversion

Post by 11Runner »

Would it be OK for me to use some of your convoy code (for the upcoming AI, SynTrans, the BuildRoad(), GetAdjenctTiles(), BuildBusStop, and FindLineBusStopLocation() functions). Even if your licence states that I can use and change the library, I still wanted to let you know regardless.
Kogut
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Re: Convoy: train support testversion

Post by Kogut »

Convoy deliberately crashes if no buses are available. It happens even if trams are available.
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convoy unable to use trams.sav
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