FelicitusAI v0.2.1

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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Morloth
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 07 Feb 2008 14:06
Location: Glasgow

Re: FelicitusAI v0.2.1

Post by Morloth »

Hi Felicitus,

Great work so far :). I just ran into a little problem with your latest version (see screenshot). Also I notice you tend to build quite long connections, but often I find that the AI goes bankrupt before one of the trains can deliver their first goods :/.

Keep up the good work :).
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*Crash* report
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Felicitus
Engineer
Engineer
Posts: 29
Joined: 17 Feb 2009 06:35

Re: FelicitusAI v0.2.1

Post by Felicitus »

Development for FelicitusAI is currently on hold, since I'm busy working on OHG (OpenTTD Hard Goal, http://ottd.timohummel.com/wiki/index.php/Main_Page) which is a successor to Kurt's Hard Goal as he unfortunately stops the project with the release of OpenTTD 0.7.0. So if you want to help for OpenTTD Hard Goal, jump into the Wiki - we are always looking for people helping us out with the project.
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