NOAI comp with basecost

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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Hamilton2007
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NOAI comp with basecost

Post by Hamilton2007 »

Is there an NoAI that is compatible with basecostmod.grf, cause the company's in my game keeps going bankrupt.
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Zutty
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Re: NOAI comp with basecost

Post by Zutty »

Where is the base cost GRF? I've never used it before.

I can't speak for the others, but I'll see if there is something I can do to make PathZilla work with it.
PathZilla - A networking AI - Now with tram support.
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Hamilton2007
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Re: NOAI comp with basecost

Post by Hamilton2007 »

You can find it here:

http://www.openttdcoop.org/wiki/index.php/Basecosts.grf

I always use it, it's more challenging.
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fanioz
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Re: NOAI comp with basecost

Post by fanioz »

it's more challenging.
Agreee .. many AIs just can't finish the path they've found due to high cost

Edit: Deleted my post before :lol:
Correct me If I am wrong - PM me if my English was bad :D

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Morloth
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Re: NOAI comp with basecost

Post by Morloth »

I like this mod, seems to give OpenTTD a more relaxed feel to it as AIs don't bloat the map with connections. I've tested this mod with NoCAB and while it doesn't go bankrupt I do notice that it fails on more than one occasion to complete a route due to the costs. I'm wondering how this can be, since I do simulate the construction prior to actually building it - although there could be many years / months between the two - so many it's a function of inflation but I doubt that.

Thanks for this great addition, this gives me (and other developers as well :)), a good platform to do some testing on!

Bram
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