Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Fri Apr 20, 2018 6:09 pm

All times are UTC




Post new topic  Reply to topic  [ 45 posts ]  Go to page Previous 1 2 3 Next
Author Message
 Post subject: Re: CivilAI
PostPosted: Tue Apr 10, 2018 1:11 am 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5231
Location: The Moon
CivilAI version 7 is now on Banananananas.

This is a major update, and adds trucks and trains to the AI's repertoire, as well as tidying up a lot of its earlier behaviour. It should now be considered a "normal" competitive AI rather than a specialist oddity, although hopefully it's kept its general "civility" and pleasant construction style.

Changes in v7:

- Added better company and owner names.

Trucks added:
- CivilAI will now build trucks for mail, goods and food.
- Truck stops are added to busy bus stops for mail pickup and goods delivery.
- Supply depots are built near goods- and food-producing industries to supply cargos to towns.

Trains added:
- CivilAI will build short train lines to support goods- and food-producing industries, power plants, and water towers.
- Known issue: since (by design) the AI only builds non-electrified railways, it can't build default trains after the 20th century.

Air network tweaks:
- Increased the default minimum air route distance from 80 to 128 tiles.
- Made sure redirected aircraft are redirected from the correct airport.
- Improved land levelling for airport construction.

Road network tweaks:
- simplified the ugly "loop" built at outer bus stops - these never worked properly and were just clutter.
- Tweaks to when and how many vehicles are bought.
- Improve road network integrity by scanning for lost vehicles.
- Simplify crossing replacement code (which never really worked).
- More conservative network construction:
- Road network construction search now limited to towns the AI can build in.
- The AI will only expand the road network once it has built up the network it has, to avoid spending all its money on roads early on.

- CivilAI no longer funds roadworks, because that's not very civil.
- Various other tweaks and fixes.

_________________
Pikkarail.com blog Image Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
 Post subject: Re: CivilAI
PostPosted: Tue Apr 10, 2018 1:06 pm 
Offline
Chairman
Chairman

Joined: Sat Jul 18, 2009 5:54 pm
Posts: 880
Whoa, this is a very welcome addition, I need to try it :)


Top
   
 Post subject: Re: CivilAI
PostPosted: Tue Apr 10, 2018 1:33 pm 
Offline
Chairman
Chairman

Joined: Sat Jul 18, 2009 5:54 pm
Posts: 880
Seems very good so far!

First I accidentally started a game with FIRS (with OpenGFX+ Trains and Road Vehicles). The AI didn't scream at all, was working without problems. But when I realized it, I started a vanilla game.

Some highlights:
  • It reuses already existing train stations and rails! Cool!
  • I also really like the names it gives to its trains :)
  • No crashes whatsoever so far.

But: for some reason, all its trains have Kirby Paul Tank engines, even in 1987. Maybe the AI got its train valuator upside down?


Top
   
 Post subject: Re: CivilAI
PostPosted: Tue Apr 10, 2018 2:05 pm 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5231
Location: The Moon
Brumi wrote:
But: for some reason, all its trains have Kirby Paul Tank engines, even in 1987. Maybe the AI got its train valuator upside down?


Hehe...

The AI likes little engines for its short railways. :) Obviously with the default trains, it doesn't have too many options.

_________________
Pikkarail.com blog Image Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
 Post subject: Re: CivilAI
PostPosted: Wed Apr 11, 2018 3:10 am 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5231
Location: The Moon
Well, a few people have downloaded the update and I've had no bug reports, so here's v8.

Changes:

- Added Water to the cargos to be trucked to towns.
- Cargo truck selection now prefers native vehicles over refits, like train wagons.
- Minor bug fixes.

_________________
Pikkarail.com blog Image Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
 Post subject: Re: CivilAI
PostPosted: Fri Apr 13, 2018 12:05 am 
Offline
Traffic Manager
Traffic Manager

Joined: Thu Feb 26, 2015 12:52 am
Posts: 212
Hi. I found a crash with v8. Cannot iterate null.


Attachments:
Unnamed, 1982-01-08.png [266.4 KiB]
Not downloaded yet
Unnamed, 1982-01-05.png [267.81 KiB]
Not downloaded yet
Unnamed, 1981-11-11.sav [22.69 MiB]
Downloaded 9 times

_________________
Formerly known as Samu
Top
   
 Post subject: Re: CivilAI
PostPosted: Fri Apr 13, 2018 2:35 am 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5231
Location: The Moon
Thanks!

version 9:
- Fixed collision causing company director name not to be set.
- Fixed reported crash.

_________________
Pikkarail.com blog Image Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
 Post subject: Re: CivilAI
PostPosted: Fri Apr 13, 2018 10:14 pm 
Offline
Traffic Manager
Traffic Manager

Joined: Thu Feb 26, 2015 12:52 am
Posts: 212
Hi again. The index 'Count' does not exist.


Attachments:
Unnamed, 1977-05-13.png [52.8 KiB]
Not downloaded yet

_________________
Formerly known as Samu
Top
   
 Post subject: Re: CivilAI
PostPosted: Sat Apr 14, 2018 1:51 am 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5231
Location: The Moon
Damn.

Try this one please. :)

_________________
Pikkarail.com blog Image Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Last edited by PikkaBird on Sun Apr 15, 2018 8:52 am, edited 1 time in total.

Top
   
 Post subject: Re: CivilAI
PostPosted: Sun Apr 15, 2018 8:51 am 
Offline
Graphics Moderator
Graphics Moderator
User avatar

Joined: Mon Sep 13, 2004 1:21 pm
Posts: 5231
Location: The Moon
Er, yuck. It's one of those classic corner cases where industries shut down between being listed and being tested, leading to it trying to test an industry that's not on the map any more. I'll try and get a fix up tonight. :)

Edit: okay, version 10 is up, stress-tested and (seems to be) crash free!

_________________
Pikkarail.com blog Image Patreon
Dev reference: NML Specs - NewGRF Specs - Savegame Internals - NoAi API - NoGo API


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 45 posts ]  Go to page Previous 1 2 3 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2018 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2018.
Hosted by Zernebok Hosting.