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SimpleAI v1 of course.
Moderator: OpenTTD Developers
I really have no idea how that happened. If the AI had tried to remove the station, it would have removed the whole line. And I have a check not to remove stations in use...SirkoZ wrote:Looks like a bambi crossing, better watch for 'em.
I set 'nightly' as the maximum version but forgot to add a number there. Now I set '(none)' and now it's available in 1.0.0-beta1 as well. Thanks for notifying, I only checked it in 0.7.5.Zuu wrote:Have you verified that SimpleAI is available on the in-game content downloader?
I can't find it neither using 1.0.0 beta 1 nor using last nightly r18698. What version limits did you set in BaNaNaS?
Another strange one, most likely some problems with vehicle renewal, or some corrupted internal data. Is there a case when a trains cannot be sold for some reason, apart from not being in a depot? (but that one is very unlikely, as vehicle renewal is triggered by AIEventVehicleWaitingInDepot.)SirkoZ wrote:BTW - an observation - 3 trains on a long "two-train" line - very nice, more profit without any blockages.
The red text is always displayed when the AI gets a 'vehicle lost' notification because I don't know how to handle that. But there is no problem with that train line in your savegame, so really nothing serious.petert wrote:Here is the first bug. One of SimpleAI's trains were lost and this text was displayed in red.
It is either a coincidence or a subsidy. The AI only ignores industries where the 'last month transported' is higher than the specified value, which is 60% in your game.petert wrote:Maybe it was just coincidence, but two SimpleAIs built the same route, which caused a small dilemma. Yellow was just initiated in-game with "start_ai" in console.
I'd rather not if that's not that important to you, it would make the code much more jumbled and harder to modify later.petert wrote:As seen here, there is the classic "passing lane" used by the old AI. The only problem being that it is drive-on-left when my signals are set to drive-on-right. Could you make a detection for SimpleAI so it can build accordingly?
These names are the results of AICargo::GetCargoLabel, I have nothing to do with that.petert wrote:There is a very small typo in this group name, it is called OIL_ instead of OIL.
Edit: It seems you wanted to have fours letters for each group name, and to be consistent, you had to include the underscore. Sorry about that.
Ah, ok, just in-case.Brumi wrote:The red text is always displayed when the AI gets a 'vehicle lost' notification because I don't know how to handle that. But there is no problem with that train line in your savegame, so really nothing serious.
I didn't know that either.Brumi wrote:It is either a coincidence or a subsidy. The AI only ignores industries where the 'last month transported' is higher than the specified value, which is 60% in your game.
Isn't a double way signal setting what I asked for? Ok, then, go aheadBrumi wrote:I'd rather not if that's not that important to you, it would make the code much more jumbled and harder to modify later.
I will make a double-way signal setting if you like, but those are a bit worse in my opinion. They certainly cannot handle 3 or more trains. (although the AI shouldn't place 3 trains there)
I had a NewGRF and removed it in-game. Just found out the effect of that.Brumi wrote:Anyway, do you have any idea how the AI acquired these vehicles in your game?
Paper trucks on temperate, transporting mail at the speed of 80 mph in 1952... Really weirdIs that a loaded scenario, or newGRF, or some patched version? Maybe we spotted a bug in OTTD.
ThanksKerygma wrote:I was just playing around with SimpleAI. Really good work!
Kerygma wrote:It even got a nice subsidy
The AI cannot handle NewGRF trainsets. It's designed for the original set.Kerygma wrote:I also tried using the DBSetXL, but there were some problems with the engine selection of the trains (trying to add good carriages to a passenger train engine).
Actually, using double signal passing lanes, you could (if the trains chooses correctly) fit up to three trains.SirkoZ wrote:petert - just to clarify - the double signal passing lanes were used in the TT_Original and are really not applicable for more than 2 trains.
I started playing some 0.6.3 to get a better feel of the old AI's bad habits. Here is an example of the "Flattens land" categorypetert wrote:Would it be possible to add a feature for terraforming, where you are able to set the amount of terraforming that SimpleAI does. One setting I'm looking for is "Flattens all land".
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