maxucao wrote: ↑20 Apr 2024 07:51
use the ECS industry,modified building cost
and in configuration turn on infraestructure maintenance costs, calendar time and monthly scalation
it could be any one of these will confuse the hell out of the AI. like ECS' complicated economic structure, or excessive maintenance costs.
there's no solution to this. you're just making the game too difficult for the AI to act within its limited understanding of the world.
mmmm i use to play with the same grf in original ottd 1.13 and at least AAA ai always get a lot of money
i wil try in 1.14 with all options the same as jgrs and see what happen
maybe the time mode? cause in 1.13 there is no time mode selection really i dont know
how do you play it? with what Ai or newgrf? i really enjoy a competitive AI
Maybe I'm missing something (quite possibly!!) but it seems that the blue posts on signal graphics that show that there is some programming on them, only works with opengfx as the base graphics set. If I use aBase or zBase (both of which have better looking signals) then the blue posts don't appear.
Screen shot of OpenGFX vs zBase / aBase (both have same gfx). OpenTTD version is jgrpp-0.55.3
blackeagle wrote: ↑21 Apr 2024 11:58
Maybe I'm missing something (quite possibly!!) but it seems that the blue posts on signal graphics that show that there is some programming on them, only works with opengfx as the base graphics set. If I use aBase or zBase (both of which have better looking signals) then the blue posts don't appear.
Screen shot of OpenGFX vs zBase / aBase (both have same gfx). OpenTTD version is jgrpp-0.55.3
Black & Co., 3rd Dec 1969#2.png
Black & Co., 3rd Dec 1969.png
Very possibly this is just me being stupid and missing something. If so, please point it out!
I haven't tried to override graphics for abase/zbase.
In general abase/zbase is not graphically compatible with anything else.
JGR wrote: ↑21 Apr 2024 12:27
I haven't tried to override graphics for abase/zbase.
In general abase/zbase is not graphically compatible with anything else.
OK, thanks for your swift response. Guess it's a me problem for now then....
Lately I've been noticing a strange behavior of buses when I want to send them between cities.
If I specify one stop in one of the cities and another in the other, and the bus has to make one more stop in the starting city along the way,
so it gets "stuck" between two stops in the original city and does not reach the next city.
The solution is usually to put an extra stop in the commands. It didn't happen before, the bus didn't care that it was passing through an unplanned stop.
Last edited by Argus on 12 May 2024 20:57, edited 1 time in total.
Argus wrote: ↑12 May 2024 20:52
Lately I've been noticing a strange behavior of buses when I want to send them between cities.
If I specify one stop in one of the cities and another in the other, and the bus has to make one more stop in the starting city along the way,
so it gets "stuck" between two stops in the original city and does not reach the next city.
Can you post a savegame and/or a screenshot of what you mean by this?
Well, I'm not going to provide anything right now because it's fixed everywhere, but I'll keep it in mind when it happens again.
But in these cases, the extra stop is usually at the beginning. Typically - I have a stop right behind the depot, but I want the bus to go to the next town from another one in the center. So the bus passes her way, and then instead of continuing the other town, it turns back.
Argus wrote: ↑12 May 2024 21:14
Bus number two here
You haven't set the orders to be non-stop, so it's added implicit orders.
In general orders which are not non-stop should not be used and just create problems, however there appears to be a bug in the handling of them here.
You can set the "new order are non-stop" or "allow only non-stop orders" settings to prevent this.
I guess I misunderstood "without stopping", that's why I never used it, I didn't understand why the vehicle shouldn't stop there. In any case, this behavior did not occur before.
I will try to avoid it next time as you write.
Argus wrote: ↑12 May 2024 21:42
I guess I misunderstood "without stopping", that's why I never used it, I didn't understand why the vehicle shouldn't stop there. In any case, this behavior did not occur before.
I will try to avoid it next time as you write.
Anyway, it is fixed now, it will be in the next release.