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 Post subject: Re: MedievalAI (v3)
PostPosted: Tue Jan 27, 2009 12:05 am 
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Traffic Manager
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Joined: Sat Oct 07, 2006 9:08 am
Posts: 214
Location: Melbourne, Australia
OK, releasing version 3! Now with less (read: hopefully nothing major) bugs and crashes!

Download here or content server.

Next version should hopefully have:

*Better handling of errors
*Better handling of truck stops
*Bridge (maybe tunnel) support

Sir Bob


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File comment: MedievalAI v3
medievalai.tar [192.5 KiB]
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 Post subject: Re: MedievalAI (v3)
PostPosted: Tue Jan 27, 2009 11:33 am 
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OpenTTD Developer
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Posts: 1311
Using # on BaNaNaS might not be the best representation of the number '3', although keyboard wise it is very close ;) Look over your form before uploading stuff on BaNaNaS, how hard can that be? :) In this case I fixed the problem for you, but just a reminder for next time :)

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 Post subject: Re: MedievalAI (v3)
PostPosted: Tue Jan 27, 2009 10:07 pm 
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Yes, unfortunately I noticed that a bit late, and couldn't change it.

Thanks for fixing it :)

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 Post subject: Re: MedievalAI (v3)
PostPosted: Thu Jan 29, 2009 3:59 pm 
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Posts: 154
Hey ! Your AI is nice (even if it build some ..strange roads :x). It defend very well against admiralAI !
Can you set up an option to desactive debug panels ingame ? (like Yexo did with his AI). Medieval stick panels everywhere like he could forget what to do !

Thanks


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medievalinaction.png [413.02 KiB]
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 Post subject: Re: MedievalAI (v3)
PostPosted: Fri Jan 30, 2009 11:16 am 
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Engineer
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Joined: Fri Aug 08, 2008 11:35 am
Posts: 107
I'm afraid I found a little bug while actually testing my own AI :)

dbg: [ai] [4] [S] Your script made an error: parameter 1 has an invalid type 'null' ; expected: 'string'
dbg: [ai] [4] [S]
dbg: [ai] [4] [S] *FUNCTION [AddVehiclesToRoute()] ~/.openttd/content_download/ai/MedievalAI._.tar/medievalai._/Vehicles.nut line [34]
dbg: [ai] [4] [S] *FUNCTION [BuildTruckRoute()] ~/.openttd/content_download/ai/MedievalAI._.tar/medievalai._/Trucks.nut line [99]
dbg: [ai] [4] [S] *FUNCTION [Start()] ~/.openttd/content_download/ai/MedievalAI._.tar/medievalai._/main.nut line [104]
dbg: [ai] [4] [S]
dbg: [ai] [4] [S] [vehicleList] INSTANCE
dbg: [ai] [4] [S] [secondStation] INSTANCE
dbg: [ai] [4] [S] [firstStation] INSTANCE
dbg: [ai] [4] [S] [fakeSecondStation] INSTANCE
dbg: [ai] [4] [S] [fakeFirstStation] INSTANCE
dbg: [ai] [4] [S] [depot] 172826
dbg: [ai] [4] [S] [cargo] 7
dbg: [ai] [4] [S] [this] INSTANCE
dbg: [ai] [4] [S] [depot] 172826
dbg: [ai] [4] [S] [endStation] INSTANCE
dbg: [ai] [4] [S] [startStation] INSTANCE
dbg: [ai] [4] [S] [industry] 177
dbg: [ai] [4] [S] [acceptingIndustryList] INSTANCE
dbg: [ai] [4] [S] [startTile] 170259
dbg: [ai] [4] [S] [cargoInUse] 7
dbg: [ai] [4] [S] [cargoList] INSTANCE
dbg: [ai] [4] [S] [secondaryIndustryTypes] INSTANCE
dbg: [ai] [4] [S] [rawIndustryTypes] INSTANCE
dbg: [ai] [4] [S] [rawIndustryList] INSTANCE
dbg: [ai] [4] [S] [this] INSTANCE
dbg: [ai] [4] [S] [maxLoan] 100000
dbg: [ai] [4] [S] [loan] 100000
dbg: [ai] [4] [S] [balance] 34415
dbg: [ai] [4] [S] [gameSettings] INSTANCE
dbg: [ai] [4] [S] [date] 707279
dbg: [ai] [4] [S] [loanNeeded] true
dbg: [ai] [4] [S] [maxLoan] 100000
dbg: [ai] [4] [S] [loan] 100000
dbg: [ai] [4] [S] [balance] 100000
dbg: [ai] [4] [S] [this] INSTANCE
dbg: [ai] The AI died unexpectedly.

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 Post subject: Re: MedievalAI (v3)
PostPosted: Fri Jan 30, 2009 12:06 pm 
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Thanks for the report Maninthebox, I'll look into it.

dbkblk: Sorry, forgot to stop it making signs, it won't do it in the next version.

Sir Bob

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 Post subject: Re: MedievalAI (v3)
PostPosted: Wed Feb 04, 2009 11:56 am 
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Engineer
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Joined: Thu Jul 10, 2008 8:03 am
Posts: 9
I've problem with this AI. If MedievalAI starts, and I save the game - save is unloadable. Error report is empty :(

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 Post subject: Re: MedievalAI (v3)
PostPosted: Sat Apr 04, 2009 9:00 am 
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Engineer
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Joined: Sat May 10, 2008 12:21 am
Posts: 13
I found an error with MedievalAI while playing around with a bunch of AIs.


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 Post subject: Re: MedievalAI (v3)
PostPosted: Sat Apr 04, 2009 11:45 am 
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Director
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Joined: Tue Jan 22, 2008 4:33 pm
Posts: 565
MedievalAI hasn't been updated to the recent API changes, i.e. it isn't compatible with 0.7.0 yet.

I'm sure Sir Bob will update it when he has time. :)

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 Post subject: Re: MedievalAI (v3)
PostPosted: Sun Apr 05, 2009 12:45 am 
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I am releasing a new version soon. :)
Just have to make some final adjustments/fixes.

Sir Bob

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