I fully agree, I neglected this projecty for far too long, so expect a new release relatively soon.kamnet wrote: 17 Mar 2024 19:42It would be awesome if the above code change could be implemented, and then checked against OpenTTD 14 and uploaded to Bananas. This is a huge Quality of Life upgrade that many players don't know exists.
[AI] CityLifeAI 3.0
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Re: [AI] CityLifeAI 1.0
Re: [AI] CityLifeAI 1.0
Also it looks like somebody forked it and made some enhancements, might be worth looking into.Firrel wrote: 17 Mar 2024 19:47 I fully agree, I neglected this projecty for far too long, so expect a new release relatively soon.
https://github.com/TransshipmentEnvoy/CityLifeAI
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
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Re: [AI] CityLifeAI 1.0
Is it possible that this doesn't work anymore with OpenTTD V14?
I just found out about CityLifeAI, followed the instructions to a T, i.e. installed all the dependencies, but it's not doing anything. I checked the script debug window and all that happens is repeated demands for money - several times a month and for months on end, too. I've tried later start dates, too (1980), no dice.
I just found out about CityLifeAI, followed the instructions to a T, i.e. installed all the dependencies, but it's not doing anything. I checked the script debug window and all that happens is repeated demands for money - several times a month and for months on end, too. I've tried later start dates, too (1980), no dice.
Re: [AI] CityLifeAI 1.0
OpenTTD 14 included some changes that have broken several AIs, so I wouldn't be surprised.Motorsheep wrote: 24 Jun 2024 14:42 Is it possible that this doesn't work anymore with OpenTTD V14?
I just found out about CityLifeAI, followed the instructions to a T, i.e. installed all the dependencies, but it's not doing anything. I checked the script debug window and all that happens is repeated demands for money - several times a month and for months on end, too. I've tried later start dates, too (1980), no dice.
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: [AI] CityLifeAI 3.0
New update for CityLifeAI 3.0 is available in BaNaNaS
- mod: Merged changes of v2.4 into v1
- new: Parameter to control car density
- new: Parameters to obsolete slow cars (horses)
- new: Cars are bought sequentially several per town to spread them more evenly
- fix: Updated AIToyLib
- rem: Road building
- mod: Merged changes of v2.4 into v1
- new: Parameter to control car density
- new: Parameters to obsolete slow cars (horses)
- new: Cars are bought sequentially several per town to spread them more evenly
- fix: Updated AIToyLib
- rem: Road building
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Re: [AI] CityLifeAI 3.0
Why is the roadbuilder removed? It seems to be working (at least in my own fork).
Re: [AI] CityLifeAI 3.0
Maybe because JGRPP already had that function.TransshipmentEnvoy wrote: 18 Nov 2024 10:29 Why is the roadbuilder removed? It seems to be working (at least in my own fork).
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Re: [AI] CityLifeAI 3.0
JGRPP has an API for AI road building?WenSim wrote: 21 Nov 2024 17:56Maybe because JGRPP already had that function.TransshipmentEnvoy wrote: 18 Nov 2024 10:29 Why is the roadbuilder removed? It seems to be working (at least in my own fork).
Re: [AI] CityLifeAI 3.0
Oh no, I mean the game can generate public roads that connects towns during map generationTransshipmentEnvoy wrote: 21 Nov 2024 18:00JGRPP has an API for AI road building?WenSim wrote: 21 Nov 2024 17:56Maybe because JGRPP already had that function.TransshipmentEnvoy wrote: 18 Nov 2024 10:29 Why is the roadbuilder removed? It seems to be working (at least in my own fork).
Find me on GitHub or on Discord (wensimehrp, or WenSim)
Also find me via QQ: 1049170778, or email: wensimehrp@gmail.com
Green stuff here, may be helpful for content creators.
Also find me via QQ: 1049170778, or email: wensimehrp@gmail.com
Green stuff here, may be helpful for content creators.
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Re: [AI] CityLifeAI 3.0
Considering RaTT/Ufiby Road Set, these generated roads may still require an AI to upgrade...WenSim wrote: 23 Nov 2024 18:31Oh no, I mean the game can generate public roads that connects towns during map generation
Re: [AI] CityLifeAI 3.0
I wanted to release a stable version of the AI that will be usable from the content downloader. The road building between towns worked fine for easy use-cases, but could fail or create too many bridges. Also the addition to road building in JGRPP and the fact that the road is owned by the AI, so it will not be possible to upgrade it unless the AI does it, has a role in it. So I think it is better to let the game or GS handle road building. I would like to keep the parade part of it, when two towns are already connected, the parade will get going. But I guess it can be brought back under a parameter.
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