Dustin wrote:Thanks again! Thanks for the "spot on" too. Was D&RG still updating the date in the AI Log at the end? If it didn't stall, bankrupt or crash it might be about ready for bananas.
I didn't specifically look for the date, but I'm pretty sure it didn't crash.

Bankrupt neither.
As I wrote somewhere above, I'd recommend another sub-pathfinder or an improvement of "bridge", capable of going over existing track. Your AI really did not live up to its standards in this game - because very soon the tracks of others would be in the way, which currently pose a near impossible obstacle to D&RG.
Brumi wrote:Nice work Roujin!
Quite interesting results...
Did you use realistic acceleration for trains? It can make a lot of difference.
And is there some way to print the AI debug output into some log file?
Yes, realistic acceleration was enabled. Here's the config I used, if you're interested in other settings:
I'm not aware of a way to print it to a log file...
Morloth wrote:[...] But I assume traffic jams might be another reason as there are loads of competitors on a relatively small map.[...]
Hmm, I think NoCAB didn't have all that much trouble with traffic jams. Most of the game it was operating in places with little competition - while most RV focused AIs concentrated on towns and hindered each other there, yours built a lot of industry routes (with trucks) and was not bothered with competition until late game. But maybe that was the problem - late in the game more and more got connected with rails by other AIs, posing a serious threat to your truck connections, and thus the profit didn't raise anymore? Just an idea..
I'll be posting some saves so you (and the others) can have a look at the game for themselves. Unfortunately many AIs haven't got their loading straight yet so it probably won't play well from then on (for some AIs), but it's nice to look at, at least.
(cont. in next post)