
I've got two of them in my current game. Jazzes it up a bit.
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Not sure how this is related to CivilAI, but have you tried switching into the company (via the cheat menu) and turning on the IS options yourself?What I want to do is to change company setting to enable sharing depots (using IS patch).
Yes, these crawlers seem to be a popular choice among AIs (not only CivilAI), which is why I only enable the core vehicles and trams of HEQS when playing with them.romazoon wrote: - Choice of vehicle from AI is debatable, in my test, AI thought it s a good idea to use the very slow but high capacity vehicle from HEQS to transport Food. The vehicle loose money and the AI don t seems to care about it (it s sent to depot after loosing money for a moment, only to be replaced with the same vehcile), also it cause jams on the roads.
I'm not sure it's reasonable to expect the AI to cope with arbitrary base cost changes, much less patched versions of OpenTTD. It's a road building AI and will struggle in an environment hostile to road building. That said, I suspect setting buildroad.cost.coast to a high value at line 2191 might help.McZapkie wrote:Another issue is, that AI cannot handle with sea shore, if removing of water is blocked (via patch or high base costs)
I hadn't considered HEQS when testing - I can certainly tweak the vehicle selection code to avoid such wide outliers.romazoon wrote:- Choice of vehicle from AI is debatable, in my test, AI thought it s a good idea to use the very slow but high capacity vehicle from HEQS to transport Food.
Pathfinder values are always a difficult balancing act (and "ugly" is in the eye of the beholder). The AI does do a lot of rechecking connections, and this can result in some duplicated roads. You could try tinkering with buildroad.cost.no_existing_road at line 2168, and see if you can find a value that produces more pleasing results.romazoon wrote:- Road construction from AI, i have been surprised on how the AI build a lot of roads for nothing, doubling existing ones, creating dead ends.... I would say it s not enough reusing existing roads, it tries to be more efficient that way i supose (but fails at it in a few cases). It makes some very ugly road.
Very short ('water-bus' style) ship routes don't use full-load. For the longer routes, they're more analogous to aircraft - they're better off sitting raising the station rating than zooming back and forth empty. Cargodist or not, full-load or not, ships rarely make the AI much money; the ships, and the AI in general, are primarily to create pleasant background movement for human players, rather than to play the game as efficiently as possible itself.romazoon wrote:- Ships, lovely addition, but is full load really a good idea ? i think with cargodist being used full load should be avoided (i imagine nowadays the majority of players uses it)... but at the same time i can understand why full load is a good idea if cargodist is off (avoid that busses let not enough passengers for the ships).
Yes, it's intentional - the AI will build mixed trains (if more than one suitable wagon exists) for piece cargos like wood.vrn wrote:By the way, when playing with DBSetXL, CivilAI chooses two different wagon types for the same train. It's not a big problem since both can load the same amount of wood, I just found it funny and don't know if it is intentional.
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Error: Assertion failed at line 281 of ~/JGR/src/ai/ai_core.cpp: c != NULL && c->ai_instance != NULL
I don't know, but there's certainly no point reporting it to me.McZapkie wrote:Not sure if it should be report to JGR patch maker, seems that is is AI related?
of course "it s ugly" is as subjective as it can be and that s not a point i should have raised, inneficiency would have been a more proper term i guess...anyway you knew what i meant i think.PikkaBird wrote:Pathfinder values are always a difficult balancing act (and "ugly" is in the eye of the beholder). The AI does do a lot of rechecking connections, and this can result in some duplicated roads. You could try tinkering with buildroad.cost.no_existing_road at line 2168, and see if you can find a value that produces more pleasing results.
i haven t seen the short ship route yet, so it s good to know AI do adapt orders to profile of the route. and indeed ships were not good money maker in my test...but my settings for ships were far from optimal running cost wise too, so wasn t too surprised about thatPikkaBird wrote:Very short ('water-bus' style) ship routes don't use full-load. For the longer routes, they're more analogous to aircraft - they're better off sitting raising the station rating than zooming back and forth empty. Cargodist or not, full-load or not, ships rarely make the AI much money; the ships, and the AI in general, are primarily to create pleasant background movement for human players, rather than to play the game as efficiently as possible itself.
FWIW, cargodist does not measure route capacity when assigning cargo to a next hop. So that should not be a problem hereromazoon wrote:full load cargo would end up making cargodist believe the capacity of line is zero
In my test games with infrastructure maintenance turned on (running costs on medium; no NewGRFs), CivilAI only ever built a single airport but its income wasn't high enough to cover the maintenance cost of even that one, so it kept going bankrupt.PikkaBird wrote: AI will build an initial aircraft as soon as it has two airports.
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