What AIs handle 1700 well?

Discuss the new AI features ("NoAI") introduced into OpenTTD 0.7, allowing you to implement custom AIs, and the new Game Scripts available in OpenTTD 1.2 and higher.

Moderator: OpenTTD Developers

Post Reply
speeder
Engineer
Engineer
Posts: 28
Joined: 16 Jul 2014 05:57

What AIs handle 1700 well?

Post by speeder »

I noticed a lot of AIs break badly in 1700:

1. a couple of them somehow, build airports.

2. one AI attempted to cover the map with trolleybus-enabled roads, until it went bankrupt.

3. a couple attempted to build super long railways and went bankrupt before finishing.

4. I dunno what AI did it, but one AI annoyingly, nuked my rivers... I was using the river for passenger transport, and the AI just went and demolished the river and raised the riverbed level until there was a huge square of flat land near the city, it didn't went bankrupt immediately, so I dunno who did it. I almost went bankrupt fixing the river though...

So anyone know an AI that is well behaved in 1700? Also, won't spam signs.
User avatar
odisseus
Director
Director
Posts: 552
Joined: 01 Nov 2017 21:19

Re: What AIs handle 1700 well?

Post by odisseus »

AFAIK the default game doesn't provide any vehicles in 1700. You should list the GRFs you use.
speeder
Engineer
Engineer
Posts: 28
Joined: 16 Jul 2014 05:57

Re: What AIs handle 1700 well?

Post by speeder »

I am using the usual 1700s newgrfs... like evsomething2, sailing ships, etc...

my issue is AIs that build airports before they are available, the button is grey to me, but AI still build them.

or AIs that build trolley-ways without checking if there are vehicles available for them.
Yexo
Tycoon
Tycoon
Posts: 3663
Joined: 20 Dec 2007 12:49

Re: What AIs handle 1700 well?

Post by Yexo »

speeder wrote: 30 May 2020 23:13 I am using the usual 1700s newgrfs... like evsomething2, sailing ships, etc...
Please post a savegame so I don't have to guess what "the usual 1700s newgrfs" actually means.
my issue is AIs that build airports before they are available, the button is grey to me, but AI still build them.

or AIs that build trolley-ways without checking if there are vehicles available for them.
There are quite a lot of different AIs. This would be more helpful if you mentioned which ones you've tried. From what I remember my own AdmiralAI should not build infrastructure for vehicle types it cannot use, but I might be mistaken.
HGus
Engineer
Engineer
Posts: 121
Joined: 12 May 2013 22:28
Location: Argentina

Re: What AIs handle 1700 well?

Post by HGus »

ShipAI is good with sail ships. NoNoCab works fine with egrvts.
User avatar
Svartypops
Engineer
Engineer
Posts: 28
Joined: 20 Nov 2022 15:15

Re: What AIs handle 1700 well?

Post by Svartypops »

HGus wrote: 02 Jun 2020 15:43 ShipAI is good with sail ships. NoNoCab works fine with egrvts.
ShipAI seems super-aggressive, and the water is replaced by buoys >< eek! What a mess! How can I remove this company?
Post Reply

Return to “OpenTTD AIs and Game Scripts”

Who is online

Users browsing this forum: No registered users and 3 guests