Towns not having a road seed tile causes all kinds of problems (it prevents the town from growing) and only happens if a player or scenario builder has manually removed the tile. Currently the AI checks for this while road building, I'll add a check during initial town selection. I think I'll randomise the initial town selection a little too.
well they do are able to grow "nowadays", it s true in the oldtime though that seed tile were important, but now i think road can be somewhere around 3 to 4 tiles away from the seed and it s no problem for growth.
but now i guess you are right on the fact that i play a handmade scenario and there is probably a few towns that have seen change in their original road layout.
and yay for randomizing starting point
It's not that big a problem, is it?
no sure it s not a big problem, or is it ? the max bus limit will be hit sooner (ok it s not really caring of the bus in the depot so far, but i ve yet to see it reach max number of roadvehicles and maybe that will become a problem ?)
It picks the largest bus for local services and the fastest for intercity. Over 200 capacity is not "normal" for a OpenTTD bus.
well that s a matter of taste mostly isn t it ? and since Cargodist is in trunk they are a necessity. At least for the players liking to connect many stations inside large towns. and while thinking about it, even your CivilAI would not be able to cope with the passenger it has to carry if there were not those "super heavy duty" bus from Ikarus set.
Intercity services are only established between cities which already have bus stops in them
yes i think i found out, it need existing stops and many people waiting in them. i made a new test game with a few civilAi and seen at least once an intercity service getting built....and driving directly the company to bankrupcy because it could not handle the flow of people sent by cargodist and the trip was a huge detour for most of the traveller (no complain here just reporting what i see, i understand it s impossible to make an AI that deal with cargodist, so maybe an idea would be to make it a parameter, allowing the AI or not to set intercity services to avoid that problem).
and on the subject of max spread, yes i was hoping the civil ai to build all the roads for me on a 2048x2048 map
, but i reduced that in my test, and i effectively see a "more active" AI, building more roads and bus services with settings lower than 512.
Also i have a new question regarding using more AI at the same time, are they all sharing the opcode limit ? I use a scenario with 10000 opcode limit, and i was wondering if this could also impact on the effectiveness of the AI if there is not enough opcode because too many AI or too big maps.
And if there is an impact, if there is a way to increase that opcode limit in a running game ( i swear
i searched and found next to nothing about opcodes)