Rubidium wrote:
b) the fact that it really looks like nobody is actually writing nice AIs with it.
Well, a few people did. I think the main problem is that railways aren't supported yet. I'm not sure if I can add it because truelight wrote it's "really hard to do correctly" but I might try. Also I'll try to clean out my AI so I can make it public.[/quote]
I don't think lack railways is a major hold back. Yes some might turn around when they see there is no railway stuff implemented. However I think people interested of developing AIs find it challenging enough to develop an road AI.
Myself I had some serious plans for a air-only AI that would use more advanced planing and statistics than Clueless did. But I figured that I rather spend my time on getting my degree than writing on an AI that might or might not get used.
But some thoughts:
* The game only need to have data sources for current values of things you want to keep track of. Just write your own code to get mean-values with your desired method. (such as new_mean := old_mean*0.98 + curr_value * 0.02; )
* It would be nice to be able to acquire the current aircraft-queue length of an airport.
* I think the amount of waiting passengers is already implemented.
* Using aircraft queue and amount of waiting passengers and geometric data you could balance your aircraft force pretty good, as you can keep track of needs, capacity limits and profit (long routes rather than short ones).