[AI] AAAHogEx

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

AAAHogEx
Traffic Manager
Traffic Manager
Posts: 141
Joined: 30 Jan 2022 15:37
Location: Japan

Re: [AI] AAAHogEx

Post by AAAHogEx »

version93 released!

・[Change] Revised the calculation of airport maintenance costs.
・[Fix] An incorrect route was created if a new industry started with the same ID after a previous industry was closed.
・[Fix] Excessive CPU usage in valuator function. viewtopic.php?p=1273556#p1273556
AAAHogEx
Traffic Manager
Traffic Manager
Posts: 141
Joined: 30 Jan 2022 15:37
Location: Japan

Re: [AI] AAAHogEx

Post by AAAHogEx »

version 95 released!

・[Fix] Rare crash in pathfinder
・[Fix] Updating rails sometimes updates other routes or fails
・[Fix] Trains getting stuck
xarick
Transport Coordinator
Transport Coordinator
Posts: 350
Joined: 26 Feb 2015 00:52

Re: [AI] AAAHogEx

Post by xarick »

Found a crash on version 101
Attachments
Unnamed, 2022-10-24.sav
(1.22 MiB) Downloaded 24 times
Unnamed, 2022-11-18.png
(304.11 KiB) Not downloaded yet
Formerly known as Samu
AAAHogEx
Traffic Manager
Traffic Manager
Posts: 141
Joined: 30 Jan 2022 15:37
Location: Japan

Re: [AI] AAAHogEx

Post by AAAHogEx »

xarick wrote: 14 Apr 2025 19:58 Found a crash on version 101
Thanks as always for the report, xarick.

I’ve uploaded the fixed version to Bananas as version 102.

[Fix] A possible crash when using aircraft
[Change] Improved long-term profitability when inflation and infrastructure maintenance are enabled
xarick
Transport Coordinator
Transport Coordinator
Posts: 350
Joined: 26 Feb 2015 00:52

Re: [AI] AAAHogEx

Post by xarick »

AAAHogEx blocks its own ships with depots.
Attachments
Captura de ecrã 2025-04-24 214721.png
Captura de ecrã 2025-04-24 214721.png (733.33 KiB) Viewed 1553 times
ship blocked.sav
(527.95 KiB) Downloaded 8 times
Formerly known as Samu
AAAHogEx
Traffic Manager
Traffic Manager
Posts: 141
Joined: 30 Jan 2022 15:37
Location: Japan

Re: [AI] AAAHogEx

Post by AAAHogEx »

xarick wrote: 24 Apr 2025 20:50 AAAHogEx blocks its own ships with depots.
Thanks for the report. I’ve released a fixed version, v108.
AAAHogEx
Traffic Manager
Traffic Manager
Posts: 141
Joined: 30 Jan 2022 15:37
Location: Japan

Re: [AI] AAAHogEx

Post by AAAHogEx »

version110 released!

[Add] Option to Prefer Reusing Existing Roads

Before building new roads, the AI checks whether existing roads can be used. This helps prevent the map from becoming cluttered with too many roads. However, enabling this option may slow down AI performance and increase the likelihood of traffic congestion.

Image
Attachments
Prefer Reusing Existing Roads.png
(307.49 KiB) Not downloaded yet
GelGiGue
Engineer
Engineer
Posts: 11
Joined: 20 Feb 2024 23:04

Re: [AI] AAAHogEx

Post by GelGiGue »

AAAHogEx wrote: 01 May 2025 13:23 [Add] Option to Prefer Reusing Existing Roads
hooohoh man, that's something i've been wanting to see forever. :) the inevitable question this raises is of course, could something like this be done for railways? y'know, to finally have an actual network. if middle stations are off the table, that would certainly make up for it. though the catch to that is probably trying to get the ai to route the lines and signal directions tidy enough to pull that off.

on a completely unrelated note, i've been thinking about the idea to have some sort of option to discourage crazy multi header trains. in some cases it makes sense, but the ai always has a thing for having 1830s planet-etc. or other weak locomotives triple upto sextuple heading trains which, never looks right in early starts. i've also sometimes seen it calculate that the most economical option is to have 8 small tank engines hauling a coal train up a hill.
Post Reply

Return to “OpenTTD AIs and Game Scripts”

Who is online

Users browsing this forum: Bing [Bot] and 21 guests