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 Post subject: Re: AIAI
PostPosted: Fri Jul 06, 2012 11:05 am 
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OpenTTD Developer
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Unless you have added a new setting or renamed the existing setting, existing savegames with airports enabled will still have airports enabled.

So if you have 1.2.1 and an existing savegame created with an older version of AIAI, you need to manually ensure that airports/airplanes are turned off for AIAI.

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 Post subject: Re: AIAI
PostPosted: Sat Jul 07, 2012 12:09 am 
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Tycoon
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Zuu wrote:
Unless you have added a new setting or renamed the existing setting, existing savegames with airports enabled will still have airports enabled.

So if you have 1.2.1 and an existing savegame created with an older version of AIAI, you need to manually ensure that airports/airplanes are turned off for AIAI.


Uh-oh. Thanks for the info.

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 Post subject: Re: AIAI
PostPosted: Sat Jul 07, 2012 7:18 am 
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Tycoon
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Kogut wrote:
Zuu wrote:
Unless you have added a new setting or renamed the existing setting, existing savegames with airports enabled will still have airports enabled.

So if you have 1.2.1 and an existing savegame created with an older version of AIAI, you need to manually ensure that airports/airplanes are turned off for AIAI.


Uh-oh. Thanks for the info.

Fixed, thanks, new version available on bananas.

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 Post subject: Re: AIAI
PostPosted: Fri Jul 27, 2012 12:15 pm 
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Transport Coordinator
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Error! Can I do more to help you next to posting the screenshot?


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My First Transport Company, 18 Aug 1956.png
My First Transport Company, 18 Aug 1956.png [ 46.13 KiB | Viewed 3545 times ]
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 Post subject: Re: AIAI
PostPosted: Mon Jul 30, 2012 3:55 am 
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Engineer
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As asked, here it is, a print from a bug.

Thank you for your AI!
Good luck solving it's problem. :D


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Sem título.png [235.02 KiB]
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 Post subject: Re: AIAI
PostPosted: Fri Aug 03, 2012 12:49 pm 
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Engineer
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Joined: Wed Dec 14, 2011 12:55 am
Posts: 28
AI Crash I got a crash right after loaded a game, Theres a savegame where AI crash


Seoundy any wip feature planned or inproved


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Rarnpool-Tarningworth Railway, 15th Dec 1993.png [344.31 KiB]
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Rarnpool-Tarningworth Railway, 31st Oct 1993.sav [57.28 KiB]
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 Post subject: Re: AIAI
PostPosted: Mon Oct 01, 2012 8:15 pm 
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Tycoon
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Fixed, thanks for reports!

NOTE: Thanks to inability to include Pathfinder.Road v3 as required file on BaNaNaS fixing BaNaNaS version is delayed till I discover what happened in v4.


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AIAI-iota10.tar [293.5 KiB]
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Last edited by Kogut on Mon Oct 01, 2012 8:30 pm, edited 1 time in total.
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 Post subject: Re: AIAI
PostPosted: Mon Oct 01, 2012 8:23 pm 
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Did you buy TrueBrain some cookies to set SuperLib 24 as dependency at bananas? If not, I would suggest using the same library version in your AI as you use as dependency on BaNaNaS. This also holds for the road path finder where you use version 3 while the last version on bananas is version 4.

When updating to RPF 4 you might want to refer to this thread:
RPF (Road path finder) Updates - Version 4

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 Post subject: Re: AIAI
PostPosted: Mon Oct 01, 2012 8:31 pm 
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Tycoon
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Superlib is not a problem, nothing is supposed to be broken but RoadPathfinder change is rather fun as I am not sure what happened.

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 Post subject: Re: AIAI
PostPosted: Mon Oct 01, 2012 8:39 pm 
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Did you read my post in that RPF thread? If so, please write there what you didn't understand. I made my best to explain the changes, but if its still unclear, please give me a hint on what needs more clarification.

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 Post subject: Re: AIAI
PostPosted: Mon Oct 01, 2012 8:44 pm 
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Tycoon
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OK, this version seems to work. I really hope that only code using that uses _Cost function needs to be changed.

Upgraded to Superlib v26 (nothing changed)
Upgraded to RoadPathFinder v4 (I hope that only this fix was required)

Uploaded to BaNaNaS as it fixes serious bug and it is now possible to enable planes.

EDIT: It seems that it also includes a bit more - according to my notes:

[feature] better autoreplacing
[fix] handle rare problem (engine expired during route construction) rather than crash AI
[fix] road vehicles were not added to station despite huge amounts of waiting cargo
[change] better description of options, better debug options
[feature] smarter (I hope) rail depot construction


Attachments:
AIAI-iota10.tar [300 KiB]
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 Post subject: Re: AIAI
PostPosted: Sat Oct 06, 2012 2:42 pm 
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Tycoon
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[change] beter money menagement (train before passing lanes)
[change] wait for money during construction of passing lanes rather than immediately abandon project
[fix] request money before cloning RV
[change] handle economy.infrastructure_maintenance - by disabling aircrafts if this is set to true, as currently AI is unable to make sure that airplanes will get profitable
[fix] creating impossible aircraft connections (with limited range aircrafts)
[savegame combatibility] MinVersionToLoad bumped

Known bug: vehicles suddenly getting invalid (happens around once in 900 in-game years). Nothing new, I am trying to find how this happens for years.


Attachments:
AIAI-iota11.tar [299.5 KiB]
Downloaded 86 times

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 Post subject: Re: AIAI
PostPosted: Sat Oct 06, 2012 3:47 pm 
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Tycoon
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[fix] fix attempting to clone first vehicle from the empty list
[fix] copy-paste failure

Known bugs:

vehicles suddenly getting invalid (happens around once in 900 in-game years). Nothing new, I am trying to find how this happens for years.
creating impossible aircraft connections (with limited range aircrafts) (found yet another case of this)


Attachments:
AIAI-iota12.tar [299.5 KiB]
Downloaded 87 times

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 Post subject: Re: AIAI
PostPosted: Mon Oct 08, 2012 10:47 am 
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Tycoon
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[fix] fix attempting to clone first vehicle from the empty list
[fix] copy-paste failure
[fix] train refuses to be sold, goes mad

Known bug: vehicle suddenly getting invalid in the middle of function (happens around once in 1000 in-game years). Nothing new, I am trying to find how this happens for years.
Known bug: creating impossible routes for aircrafts with a maximum range

Won't fix bug: With enabled infrastructure maintenance costs even mature company may go bankrupt. Due to missing functions in NoAI API there is no sane way to prevent this (see viewtopic.php?p=1049303#p1049303)


Attachments:
AIAI-iota13.tar [300 KiB]
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 Post subject: Re: AIAI
PostPosted: Fri Oct 12, 2012 5:10 pm 
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Tycoon
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[fixed] With enabled infrastructure maintenance costs even mature company may go bankrupt.
[fixed] Self crossing, deadlocking train routes
[fixed] Pointless train replacing due to loading and newgrf enforced restrictions
[fixed] Creating impossible routes for aircrafts with a maximum range
[update] Code copied from AdmiralAI (RailBuilder::BuildDepot) copied again, updated to modern API
[disabled] Cargo planes are disabled
[change] Gmund Mog mania is finally ended, speed is no longer the only factor in selecting faster vehicles
[change] Smarter choosing of train length (with passengers/mail and other nonfreight)
[change] Supposedly smarter selecting of destinations

Known bug: vehicle suddenly getting invalid in the middle of function (happens around once in 1000 in-game years).

Known problem: Aircrafts are disabled with enabled economy.infrastructure_maintenance

This is a release candidate.

EDIT: Uploaded to BaNaNaS


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AIAI-iota14.tar [290.5 KiB]
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 Post subject: Re: AIAI
PostPosted: Tue Oct 30, 2012 7:11 pm 
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Transport Coordinator
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Joined: Wed Dec 29, 2010 7:36 pm
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here's a log, aiaiv18 crash openttd (something with aircraft planning route)


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ttdlog.txt [17.55 KiB]
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 Post subject: Re: AIAI
PostPosted: Thu Nov 01, 2012 11:41 am 
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Tycoon
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1) It is a full OpenTTD crash what AI should not be able to do (so it is problem in OpenTTD, not my AI)
2) In this game Newgrf were changed during game, so crashes and other problems should not be reported (see big red warning - http://wiki.openttd.org/images/a/a6/Newgrf_warning.png )

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 Post subject: Re: AIAI
PostPosted: Thu Nov 01, 2012 1:54 pm 
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Tycoon
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Kogut wrote:
2) In this game Newgrf were changed during game, so crashes and other problems should not be reported (see big red warning - http://wiki.openttd.org/images/a/a6/Newgrf_warning.png )
Actually, i don't think they were
The GRFs you see in the log are the ones added at startup, not added/changed during game...

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 Post subject: Re: AIAI
PostPosted: Thu Nov 01, 2012 7:26 pm 
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Tycoon
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Location: Poland
:oops:

BTW, you play on 1.2.1 OpenTTD - at least one bug where AI was able to crash openTTD was fixed in 1.2.2, so I recommend to update your game.

If problem persists in recent version - please report crash on http://bugs.openttd.org/

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 Post subject: Re: AIAI
PostPosted: Wed Nov 21, 2012 2:04 pm 
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Engineer
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Joined: Wed Nov 21, 2012 1:59 pm
Posts: 1
Posting savegame and screenshot after AIAI crash.

Great achievement nonetheless!

Ric


Attachments:
NewCo, 22-12-1958.png [143.95 KiB]
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NewCo AI crash, 09-05-1966.sav [569.45 KiB]
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