Original AI

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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Rickyroughneck
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Original AI

Post by Rickyroughneck »

Just as a short disclaimer, I am new to these forums so please forgive me if what I am saying has already been mentioned elsewhere (I have looked but to no avail).

I noticed in version 7 that the default AI has been replaced with a dummy AI, with the intention of downloading a custom AI from the in-game interface. I did a little research into the available ones and decided to try both Admiral AI and NoCAB. While both AIs are very good and a lot of effort has gone into them, I do admit to preferring the original for various reasons- is there any way to download or activate the Original AI for open ttd 7, possibly though a cfg file?
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planetmaker
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Re: Original AI

Post by planetmaker »

That's not possible. And won't be possible.
Rickyroughneck
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Re: Original AI

Post by Rickyroughneck »

planetmaker wrote:That's not possible. And won't be possible.
I think you are mistaken, there was working default ai in 6.3. I find it hard to believe that they would simply remove the default AI like that. If not then I will probably downgrade to 6.3 lol, thanks anyway
Yexo
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Re: Original AI

Post by Yexo »

Rickyroughneck wrote:
planetmaker wrote:That's not possible. And won't be possible.
I think you are mistaken, there was working default ai in 6.3. I find it hard to believe that they would simply remove the default AI like that. If not then I will probably downgrade to 6.3 lol, thanks anyway
Think about it what you want, but that's exactly what we've done. The old AI cheated in many ways, and that's no longer possible now.
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Bilbo
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Re: Original AI

Post by Bilbo »

The old AI:
* terraformed for free
* completely ignored town authority and ratings
* built 90 deg. turns in track even if they were turned off

well ... those are the cheats. Even with them, the routes it build were very bad, AI placed two stations 5 tiles apart and then connected them using windy ugly railway with many wooden bridges (very good for maglev, right :), spanning over maybe hundred of tiles.

So it was dropped. I think someone may write AI that will behave similar behavior as the old AI, but it will bankrupt very quickly due to excessive terraforming.

I think better is to wait for some of the new AI's to get better. Most of them are rather beta or incomplete and the API is also still evolving.
If you need something, do it yourself or it will be never done.

My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility

Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Domestic
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Re: Original AI

Post by Domestic »

Yeah, but the old AI was definately the funest AI to play against. Admiral AI for instance, is very good, but as a result, it is a constant war between me and them, whereas in the original, it was a relaxed opposition. You didn't have to rush to capitalise on everything, and made the game great fun if you just want a relaxing game. Terraforming never bothered me, and whilst I admit the "ignoring local authority" was a slight irritant, it didn't stop the game being fun. If it did ruin the game, then this place would never have existed. Instead, it let you see what was happening, and built its tracks or roads, and hell, if you didn't like it, the AI would build slow enough that you could essentially cut it off (buy the land it wants). And that, is something I'd love to see again.

Guess I'll just have to live in the hope that someone builds an AI that is fun in a RELAXED game. And whilst I congratulate people on the speed and accuracy etc of their AIs, they are just too serious for me most of the time. I have this game on my usb stick for use in the office, and the time I have to play it is a relaxed lunch time. The AIs are just too serious for that. Which is a shame.
Morloth
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Re: Original AI

Post by Morloth »

Domestic wrote:Guess I'll just have to live in the hope that someone builds an AI that is fun in a RELAXED game. And whilst I congratulate people on the speed and accuracy etc of their AIs, they are just too serious for me most of the time. I have this game on my usb stick for use in the office, and the time I have to play it is a relaxed lunch time. The AIs are just too serious for that. Which is a shame.
Well, you can make the AIs very relaxed by not allowing them to do much work. Go the advanced settings -> competitors -> computer players -> drop #opcodes before AI is suppended to something like 100 and you will have a very relaxed game as the AI is now a 100 times slower ;). No need for us to make a relaxed AI if it is already an option for the player ;).
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Re: Original AI

Post by Brumi »

Welcome tho the forums, Domestic!
Have you tried setting the construction speed of competitors to 'very slow' in the Difficulty settings window? I think that will result in quite a relaxed game.
Or... have you tried Trans AI? I know it's still 'under construction', so there are bugs in it, but there's a work in progress. Some people like it just for the reason that it's much easier to beat, again resulting in a relaxed gameplay.
What about PathZilla? The concept of that AI is not strong competition, but neat planning and nice town networks. For the time being, it only builds road vehicles, but maybe Zutty will add some new features later. It uses trams as well and supports articulated vehicles.
I hope you will find the AI (and the correct settings for that) which is suitable for you.
Go the advanced settings -> competitors -> computer players -> drop #opcodes before AI is suppended to something like 100...
As far as I know, the minimum value for the opcode count is 5,000... that doesn't make very much difference to the default 10,000, but indeed halves the speed...
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Michiel
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Re: Original AI

Post by Michiel »

ChooChoo is also focused on building nice networks and not on competition, so it should be suitable for a more casual game.
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Dustin
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Re: Original AI

Post by Dustin »

Michiel wrote:ChooChoo is also focused on building nice networks and not on competition, so it should be suitable for a more casual game.

Denver & Rio Grande is also written not to compete to hard. It will focus on linking industries with no stations yet. With the current pathfinding bugs, you may find it to be a LOT like the old AI right now.
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