Moderator: OpenTTD Developers
Btw, vehicles get jammed nicely in your AI and it takes some time to recover. I wanted to take a screenshot but the jam got resolved by the time I came around again to the town
Any solution (I already mentioned this bug a while ago, BTW)...
- Green Is The Colour, 8 Sep 1871.png (7.98 KiB) Viewed 4826 times
Finally I found a solution for this annoying bug with "This AI took to long to save".
I realised that I never replied, (sorry) but I remember I read this bug report here and tried to change something with save/load design of AI, but it don't work.
Now my solution doesn't change save/load code. I just dramatically reduced the data to save.
The targets which are considered to calculate good connections are now limited to 10 for every cargo type. In last version the limit was 500. You can change it in settings menu, but the setting of 10 worked good in all test.
Another new setting allows you to toggle "Full load" orders on or off. This is to minimize jams in towns.
It's planned to add something like a sub-pathfinder for long distances because pathfinding often takes years and the AI can't do anything in this time.
I already have some plans for it, but you waited long enough for a working version, I think.
So here is RoadRunner, version Nr. 7
- RoadRunner - Version 7
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today it's time for a new version of RoadRunner.
I think it needs a little bit more testing, so will upload it to bananas later, when I'm sure all works as it should.
Especially after around fifty years of playing the AI always got really slow and wasn't able to manage the vehicle right anymore.
I removed some sleep commands and changed some code so it should be a little bit better now.
But it's hard to test this, because you have to wait 50 game years to see if your changes make some improvements
The biggest problem was again the pathfinding. It was (always) simply to slow and blocked all actions of the AI.
Now I changed the parameters of the pathfinder function to make it a lot faster and add a little function to remove unnecessary turns. So it should most of the time build perfect straight roads, as short as possible. It doesn't always reuse existing roads now, this is the disadvantage of faster pathfinding. But this is adjustable in the AI Settings of RoadRunner if you want to.
Also RoadRunner builds now more stations in towns, when they grow. In version 7 this don't worked like I thought it should.
- RoadRunner v8(unfinished)
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- Feestable Transport, 1954-10-05.sav
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thanks for the bug reports R2dical and griffin71. They should be fixed now.
I think I will upload new version to bananas next week. I think it needs some more test games.
vvv Here's the current work in progress version. vvv
- RoadRunner- v8, alpha
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version 8 is finished and uploaded to bananas now.
After several test games I decided that it can survive in the hard world out there.
I think the AI is a little faster again, especially the pathfinding.
After very much tests with try and error the pathfinder should now most of the time build a "tidy" road network and is still fast enough.
In my tests RoadRunner worked well with FIRS and ECS industries.
Complains, bug reports, etc. etc. are welcome, just the response CAN TAKE A LITTLE BIT ...
Edit: Tried to upload, but gives "Unhandled Exception". Maybe works tomorrow.
Edit2: Bananas had a new feature (or bug) which only let you upload things when you set min and max version to "nightly". But thanks to frosch and TrueBrain all is ok now again.
- RoadRunner - version 8
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They are forcing each RoadRunner to bankrupting. I had not much time to see what would happen in a few years, I only had time to see cream becoming the first to bankrupt, but then I had to close the server.
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