Moderator: OpenTTD Developers
List of changes:
- Fix: Crash if industry disappeared while we were building a route using it.
- Fix: Crash when vehicleGroupID is null.
- Fix: Crash when there is no rail track available for a certain train engine.
- Fix: Airports could be built too far from an accepting industry.
- Fix: Don't build dock if there is another dock next to us and turned towards us.
- Fix: Make sure we don't get into an endless loop.
- Convoy AI drags for a bit with it's road vehicles but inevitable becomes unprofitable and closes and a few years.
- Admiral AI fares much better initially. But after some time it also fails to keep the profits up.
- NoCab worked for a while but then started outright crashing so I had to disable it and replace with this fork... Which brings me to..
- NoNoCab holds strong for the whole time. It only has 2 trains for the entire map (though I haven't restricted it to not use trains, but have disabled "city to city" trains). It has around 500 RVs currently, a LOT of ships (it's an water focused map) and aircraft (zeppelins). And it makes profit... a whole damn lot of it. Currently AI company has around 30% more value than mine. Which is just astonishing assuming AI can't actually cheat? Don't really understand how it manages to make so much profit though. I guess it focuses less on trains which have very narrow profit margin in this set (Iron Horse), and more on ships which are extremely lucrative at all eras of the game.
So if NoNoCab is not cheating, I got to say this is an awesome competitor. Undercuts my attempts to maximize cargo delivery at every corner (so industries has to split cargo 50/50, leaving my lines less used). At one point it even built an airport right where I had planned it (bought land in a big 9x9 square, but forgot to buy blocks inside of the square... I was in for a surprise!). Builds a lot of tracks and roads which I can't remove but have to build over/under (which is a lot of fun). And most importantly it keeps the world look more realistic by connecting everything where I lacked attention to do so and keeps industries from closing down.
I wonder how can I undermine the station rating for AI so I can get a larger piece of the pie? Or should I just look for other opportunities? Since I've restricted it from using trains to connect cities, I got almost all of the passenger traffic for myself. Though in my game passengers don't make nearly as much profit as cargo does. But it is very fun to manage a huge cargodist network.
NoNoCab and all other AI's can't do things that normal human players can't do. If that is what you mean then no, NoNoCab doesn't cheat.
NoNoCab and it's predecessor NoCab try to compute the most profitable town/industry to town/industry connections and computes the expected profits for all available cargo types and then builds the ones that it expects to be the most profitable. Of course expectations don't always come true but in that case it will destroy that connection again after a while.
The amount of trains with NoNoCab, especially on larger maps are usually fairly low. The problem is that most profitable for trains are often fairly long routes. Making longer train routes for AI's is not that easy since there are a lot of things that can go wrong in finding a good spot for all the tracks both ways. Especially on hilly maps and/or maps with a lot of water it can be difficult for the pathfinder to find a route that works since an AI can only see ahead once square at a time.
Besides these technical difficulties things like high costs for trains and things like that of course also influence train routes being built.
- Ursus Transport, 2078-05-12.sav
- (3.01 MiB) Downloaded 10 times
In the end this cause vehicles to wait in depots when they got to old. However, since our vehicle manager lost track of them, they were never removed.
I improved things a bit, by checking once in a while if there are vehicles not belonging to any known connection. Stations are also deleted, once all vehicles are gone. However, rail and road pieces and depots are not deleted. That would need a lot more work, for which I don't have time at the moment.
New version 7 is out on bananas
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