MedievalAI (v3)

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.

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Sir Bob
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Re: MedievalAI (v3)

Post by Sir Bob »

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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medievalai.tar
MedievalAI v3
(192.5 KiB) Downloaded 214 times
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TrueBrain
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Re: MedievalAI (v3)

Post by TrueBrain »

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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Sir Bob
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Re: MedievalAI (v3)

Post by Sir Bob »

Yes, unfortunately I noticed that a bit late, and couldn't change it.

Thanks for fixing it :)
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dbkblk
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Re: MedievalAI (v3)

Post by dbkblk »

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
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Maninthebox
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Re: MedievalAI (v3)

Post by Maninthebox »

I'm afraid I found a little bug while actually testing my own AI :)

dbg: [ai] [4] Your script made an error: parameter 1 has an invalid type 'null' ; expected: 'string'
dbg: [ai] [4]
dbg: [ai] [4] *FUNCTION [AddVehiclesToRoute()] ~/.openttd/content_download/ai/MedievalAI._.tar/medievalai._/Vehicles.nut line [34]
dbg: [ai] [4] *FUNCTION [BuildTruckRoute()] ~/.openttd/content_download/ai/MedievalAI._.tar/medievalai._/Trucks.nut line [99]
dbg: [ai] [4] *FUNCTION [Start()] ~/.openttd/content_download/ai/MedievalAI._.tar/medievalai._/main.nut line [104]
dbg: [ai] [4]
dbg: [ai] [4] [vehicleList] INSTANCE
dbg: [ai] [4] [secondStation] INSTANCE
dbg: [ai] [4] [firstStation] INSTANCE
dbg: [ai] [4] [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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Sir Bob
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Re: MedievalAI (v3)

Post by Sir Bob »

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.

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lovelypl
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Re: MedievalAI (v3)

Post by lovelypl »

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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Topher
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Re: MedievalAI (v3)

Post by Topher »

I found an error with MedievalAI while playing around with a bunch of AIs.
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Zutty
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Re: MedievalAI (v3)

Post by Zutty »

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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Sir Bob
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Re: MedievalAI (v3)

Post by Sir Bob »

I am releasing a new version soon. :)
Just have to make some final adjustments/fixes.

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