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Re: AIAI epsilon (38) version

Posted: 04 Oct 2010 09:02
by Kogut
Hmmm. Savegame? Is it problem with all maglevs or only sometimes?

Re: AIAI epsilon (38) version

Posted: 04 Oct 2010 10:16
by Lord Aro
sorry,
it's only sometimes (only 1 on this game)
just the station length code needs to be limited to 2, or at least check the train length first

Re: AIAI epsilon (38) version

Posted: 15 Oct 2010 13:18
by fanioz
Special for you :)

Re: AIAI epsilon (38) version

Posted: 16 Oct 2010 06:13
by Kogut
fanioz wrote:Special for you :)
Thanks!

Re: AIAI epsilon (38) version

Posted: 28 Oct 2010 11:55
by Kogut
Most of bugs (including that emailed) are connected with invalid order lists and following suicide of AIAI. I will try to fix it.

Re: AIAI epsilon (38) version

Posted: 11 Nov 2010 16:37
by Kogut
New version
DONE: fixed bug with too long trains (probably also with too short maglevs)
DONE: ignore helis during autoreplace
DONE: better strategy
DONE: better debug output

Re: AIAI epsilon (39b) version

Posted: 11 Nov 2010 18:54
by Kogut
And next version, with improved railtypes handling:

Re: AIAI epsilon (40) version

Posted: 11 Nov 2010 20:28
by Kogut
DONE: NoAI api updated to 1.0.4
DONE: eyecandy - stations are placed closer to industry.

Code: Select all

list.Valuate(AIMap.DistanceSquare, industry_location); //pure eyecandy (station near industry)
list.Sort(AIAbstractList.SORT_BY_VALUE, AIAbstractList.SORT_ASCENDING);
Result:

Re: AIAI epsilon (41) version

Posted: 11 Nov 2010 23:36
by Zuu
Oh, so you've also started to use the station names as a storage location?

Re: AIAI epsilon (41) version

Posted: 12 Nov 2010 08:04
by Kogut
Zuu wrote:Oh, so you've also started to use the station names as a storage location?
No, I name it to allow sorting by age without implementing this: http://www.tt-forums.net/viewtopic.php?f=32&t=47535

Re: AIAI epsilon (41) version

Posted: 12 Nov 2010 21:29
by Samu
AIAI crash. I loaded MegaRail, a TTD save game and I got this error.

Re: AIAI epsilon (41) version

Posted: 12 Nov 2010 21:34
by Kogut
Samu wrote:AIAI crash. I loaded MegaRail, a TTD save game and I got this error.
It looks like company of another ai. Is it possible to protect ai from being loaded as replacement ai?

Re: AIAI epsilon (41) version

Posted: 12 Nov 2010 21:40
by Samu
No, not really, if I remember, it was a save game provided in TTD CD, the company is named Happy Buses, so a human player was there.

Re: AIAI epsilon (41) version

Posted: 12 Nov 2010 21:42
by Yexo
Samu wrote:No, not really, if I remember, it was a save game provided in TTD CD, the company is named Happy Buses, so a human player was there.
In other words: the company was not originally created by AIAI.
Kogut wrote:Is it possible to protect ai from being loaded as replacement ai?
No.

Re: AIAI zeta (45) version

Posted: 13 Nov 2010 13:08
by Kogut
DONE: Error handling for RV order appending. It probably fixes long going problem with invalid orders.
DONE: Unused station deleting now impossible between station construction and vehicle construction. It fixes root cause of errors during order appending.
DONE: Bug reporting page (that thread) showed as http://tinyurl.com/ottdaiai in crash message and menager name. (Thanks Orudge!)
DONE: More statues

Re: AIAI zeta (45) version

Posted: 14 Nov 2010 13:05
by Kogut
Known problems:
- train engines are not replaced
- adding trains to route is not working
- AIAI with enabled trains have worse start than with disabled
- not AI friendly brake vans in Japan Set
So version 45 will go to bananas with disabled trains.

Re: AIAI epsilon (41) version

Posted: 15 Nov 2010 22:29
by Kogut
Kogut wrote:
Samu wrote:AIAI crash. I loaded MegaRail, a TTD save game and I got this error.
It looks like company of another ai. Is it possible to protect ai from being loaded as replacement ai?
Fixed in 46.

Code: Select all

if((AICompany.GetName(AICompany.COMPANY_SELF)!="AIAI")&&(AIVehicleList().Count()>0)){
	while(true){
		Sleep(1000);
		Info("Company created by other ai. In result it is not possible for AIAI to menage that company.");
		Info("Zzzzz...")
		}
	}
EDIT:
Known problems:
- train engines are not replaced
- adding trains to route is not working
- AIAI with enabled trains have worse start than with disabled
- not AI friendly brake vans in Japan Set
- stupid rail builder builds depot in stupid place
- too high pf time limit for second track

Re: AIAI zeta (46) version

Posted: 21 Nov 2010 08:35
by gamefreak123
I had to report this bug.

Re: AIAI zeta (46) version

Posted: 21 Nov 2010 08:44
by Kogut
It is fixed in development version (soon on bananas). You can save game and load to get aiai working again.

Re: AIAI zeta (46) version

Posted: 21 Nov 2010 09:15
by Kogut
Bananas updated with version 46 (showed as 40) with disabled trains.