So the monthly updates went well, turns out not a lot changes in the AI world of OpenTTD.
However, this week I've tested a lot more road based AIs i missed out in the inital tests, and for one of them, it's very competitive whilst only using road vehicles & planes!
Here we go;
Snake: A very good performing road & air AI. This is basically the AAAHogEx of road & air transport, it will very quickly expand and offer a challenge if you are also only using road & air. It builds what is arguably
too many road depots. Despite these problems, it does not crash, so i would recommend it still, although original author is no longer active on TT-F.
UberSwarm: Pretty good! It rapidly builds a large amount of road vehicles, but it never reaches massive income with them, unlike Snake.
CPU: Poor performing, but stable. By default this AI leaves a lot of
spam messages around. You can disable this in its settings, untick "debug messages" to stop this behaviour. You must set this setting BEFORE the ai becomes active in game, once the AI company is formed, this setting panel is unavailable, as far as i can tell. Also CPU has a habit of doing... whatever
this is.
RoadAi: It tries, but doesn't get far. It also doesn't crash though. Sometimes fails to build anything with the error of timed out to find path, used 500 of 500 loops.
SmallTownAI: Crashes (expecting integer, but given null).
As these AI are mostly heavily road based, you may want to expand your setting for maximum road vehicles to 1,000 or higher rather than the default of 500. It will help these AI significantly if you're wanting a basic road based competitor. Snake AI seems to handle around 550 planes & 2500 road vehicles fine before slowing down on a well sized map (512 by 1024 used in testing) So if your system can handle that many units, go for it!
The site has been updated at the
usual place to reflect these findings too. As always, let me know if you spot a mistake, or want me to investigate an AI further, or think of an AI i've missed.