AIAI
Moderator: OpenTTD Developers
Re: AIAI
Hi,
I'm here to report another bug. AIAI version iota 14, Ottd 1.2.2
I think also it doesn't earn money so fast as previous versions but I don't watch it enough to tell you why I think so.
Looks like it is only a little bug. Have fun to fix it.
I'm here to report another bug. AIAI version iota 14, Ottd 1.2.2
I think also it doesn't earn money so fast as previous versions but I don't watch it enough to tell you why I think so.
Looks like it is only a little bug. Have fun to fix it.
Re: AIAI
Suggestion:
If you already have a station very close by, do not build another one and just make the road slightly longer instead.
Saving the money by not building another station will outweigh saving a few tiles of distance.
In the attached picture, stations numbered 8, 9 and 14 all service the same thing and are all within 8 tiles of each other. IMO It should have connected everything to station 8. The drive time would not be too much different and the construction cost would be quite a bit less since road is A LOT cheaper than stations.
If you already have a station very close by, do not build another one and just make the road slightly longer instead.
Saving the money by not building another station will outweigh saving a few tiles of distance.
In the attached picture, stations numbered 8, 9 and 14 all service the same thing and are all within 8 tiles of each other. IMO It should have connected everything to station 8. The drive time would not be too much different and the construction cost would be quite a bit less since road is A LOT cheaper than stations.
- Attachments
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- redundent.png (297.41 KiB) Viewed 4111 times
Re: AIAI
One should be careful when merging stations: station 14 is used to pick up food, the other two are unloading stations. If you merge all three, a deadlock may occur: the station is filled with food trucks waiting because there is no food at the station, and the other trucks cannot unload because the station is full.
Re: AIAI
There was a post about this on reddit too. It appears to be caused by the AI being told by the GRF that it can't start the aircraft; in this case, because the destination airport is out of range, in the case on reddit because the AI decided to build a seaplane.Steffl wrote:Hi Kogut,
here is another error. Your AI found something to complain about...
I hope screenshot is enough, autosave was already overwritten.
The range is hopefully something you can test for, the seaplanes on the other hand you might have to make a special case (grfID 44440a01, aircraft IDs 0x56 and 0x57). OpenTTD devs: this is a good example of where the buylist control callbacks which have been suggested (to deny certain players building certain vehicles) would be useful!
About AIAI AI (The AI is named AIAI)
This AI keeps crashing on me, I do not really know why, except it says that the next station is too far away.
If anyone wants to/can help, I'd appreciate it, The savegame and a screenshot is included.
If anyone wants to/can help, I'd appreciate it, The savegame and a screenshot is included.
- Attachments
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- Ballan's Transport Inc., 9th Nov 1964.sav
- The savegame.
- (1.95 MiB) Downloaded 239 times
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- And the screenshot.
- Ballan's Transport Inc., 9th Nov 1964#6.png (151.68 KiB) Viewed 4104 times
Re: AIAI
Arie- wrote:Perhaps an issue with the range properties of the aircraft? Maybe the two airports are too far apart, a while ago a feature was introduced that allowed to set range limits on aircraft.
I looked around a bit, I can't find any range property to modify.
Re: AIAI
It is not your range to modify.Oscar9999 wrote:I looked around a bit, I can't find any range property to modify.
Aircraft NewGRFs got the option to set a maximum range they can fly until the next airport (before it was always "unlimited"). Some NewGRF author took that opportunity to add such a limit to their aircraft.
Obviously, this new limit also holds for AIs.
Re: AIAI
I am back!
As result of long inactivity, multiple system reinstalations and messy backuping I lost my work in progress - so I will probably restart work from current BaNaNaS version.
To avoid this problem in future and feel more professional I upgraded my source control from "lets post .tars to forum" to git - with repository at https://github.com/Bulwersator/AIAI
Bug reports may be now reported directly to bugtracker on github, in this topic or via mail.
AIAI services one cargo per station to keep things sane and I doubt that it will be changed in this century.
As result of long inactivity, multiple system reinstalations and messy backuping I lost my work in progress - so I will probably restart work from current BaNaNaS version.
To avoid this problem in future and feel more professional I upgraded my source control from "lets post .tars to forum" to git - with repository at https://github.com/Bulwersator/AIAI
Bug reports may be now reported directly to bugtracker on github, in this topic or via mail.
Thanks for report - copied to https://github.com/Bulwersator/AIAI/issues/3Steffl wrote:Hi,
I'm here to report another bug. AIAI version iota 14, Ottd 1.2.2
I think also it doesn't earn money so fast as previous versions but I don't watch it enough to tell you why I think so.
Looks like it is only a little bug. Have fun to fix it.
s_kitty wrote:Suggestion:
If you already have a station very close by, do not build another one and just make the road slightly longer instead.
Saving the money by not building another station will outweigh saving a few tiles of distance.
In the attached picture, stations numbered 8, 9 and 14 all service the same thing and are all within 8 tiles of each other. IMO It should have connected everything to station 8. The drive time would not be too much different and the construction cost would be quite a bit less since road is A LOT cheaper than stations.
AIAI services one cargo per station to keep things sane and I doubt that it will be changed in this century.
Thanks for report - copied to https://github.com/Bulwersator/AIAI/issues/4Steffl wrote:Hi Kogut,
here is another error. Your AI found something to complain about...
I hope screenshot is enough, autosave was already overwritten.
Thanks for report - copied to https://github.com/Bulwersator/AIAI/issues/5Oscar9999 wrote:This AI keeps crashing on me, I do not really know why, except it says that the next station is too far away.
If anyone wants to/can help, I'd appreciate it, The savegame and a screenshot is included.
Weird, I am unable to find this reddit post. Well, I will try to enable seaplane newgrf and see what happens. Tracked as https://github.com/Bulwersator/AIAI/issues/6PikkaBird wrote:There was a post about this on reddit too. It appears to be caused by the AI being told by the GRF that it can't start the aircraft; in this case, because the destination airport is out of range, in the case on reddit because the AI decided to build a seaplane.Steffl wrote:Hi Kogut,
here is another error. Your AI found something to complain about...
I hope screenshot is enough, autosave was already overwritten.
The range is hopefully something you can test for, the seaplanes on the other hand you might have to make a special case (grfID 44440a01, aircraft IDs 0x56 and 0x57). OpenTTD devs: this is a good example of where the buylist control callbacks which have been suggested (to deny certain players building certain vehicles) would be useful!
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AIAI
FWIW, the latest version of Av8 removes the seaplanes from the buylist altogether if the parameter to use them is not selected, rather than allowing them to be built but not started. You will still have the problem with out-of-range orders.Kogut wrote:Weird, I am unable to find this reddit post. Well, I will try to enable seaplane newgrf and see what happens. Tracked as https://github.com/Bulwersator/AIAI/issues/6
Re: AIAI
Hey all. I'm back to this game again. Got bored of all other games. Decided to go AI versus AI.
First report in a long time goes to AIAI.
the index 'Count' does not exist
First report in a long time goes to AIAI.
the index 'Count' does not exist
- Attachments
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- Unnamed, 2016-12-23.png
- (34.91 KiB) Downloaded 7 times
Re: AIAI
another crash found
division by zero
Using AIAI v87. Not sure what it was trying to do.
division by zero
Using AIAI v87. Not sure what it was trying to do.
- Attachments
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- aiai v87 crash.sav
- (3.95 MiB) Downloaded 216 times
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- screenshot#3.png
- (49.04 KiB) Downloaded 5 times
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- Engineer
- Posts: 41
- Joined: 28 Mar 2013 13:30
Re: AIAI
AIAI crash: AIRCRAFT_DEST_TOO_FAR followed by division by zero. It appears to be AIAI's first airplane.
AIAI (v87).
AIAI (v87).
- Attachments
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- Helemaal te gek BV.sav
- (1.75 MiB) Downloaded 214 times
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- aiai v87 crash 20130413.PNG (32.43 KiB) Viewed 12585 times
Re: AIAI
Hi there
I just started playing this game, and during my first tries playing with AI opponents, I encountered a bug,hich segfaults the programm. I have put a savefile in the attachment, after a few seconds in high speed mode, it will crash. I don't know why exactly, but it oobviously causes a Segfault.
How can you make such detailed reports like in the post above? I'm a bit interested in what's going on behind the scenes and I'm not afraid of looking at the code, so do you have any pointers for me?
jogi
I just started playing this game, and during my first tries playing with AI opponents, I encountered a bug,hich segfaults the programm. I have put a savefile in the attachment, after a few seconds in high speed mode, it will crash. I don't know why exactly, but it oobviously causes a Segfault.
How can you make such detailed reports like in the post above? I'm a bit interested in what's going on behind the scenes and I'm not afraid of looking at the code, so do you have any pointers for me?
jogi
- Attachments
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- crashsave.sav
- Just let it Run, it will crash
- (115.09 KiB) Downloaded 206 times
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- crash.log.txt
- (2.54 KiB) Downloaded 266 times
Re: AIAI
It does not crash for me even after 10 years if I load your savegame.
In your case it was OpenTTD itself which crashed, not AIAI, OpenTTD crashes can be reported at bugs.openttd.org (make sure to include your crash.dmp file in the report).
If the AI crashes and not OpenTTD, you will get a similar window as Gankenstein. In that case simply take a screenshot of that window (Ctrl+S).
In your case it was OpenTTD itself which crashed, not AIAI, OpenTTD crashes can be reported at bugs.openttd.org (make sure to include your crash.dmp file in the report).
If the AI crashes and not OpenTTD, you will get a similar window as Gankenstein. In that case simply take a screenshot of that window (Ctrl+S).
Re: AIAI
Thanks for the clarification. I know, it had clearly to do something with the AI, because whenever I played from this point in the game, a few seceonds later on high speed, it crashed, but when I stopped the AI, it didn't.
However, I have now upgraded to Ubuntu 13.04 and now the crash has disappeared. I guess, there was a new Version in the repositories.
jogi
However, I have now upgraded to Ubuntu 13.04 and now the crash has disappeared. I guess, there was a new Version in the repositories.
jogi
- planetmaker
- OpenTTD Developer
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Re: AIAI
Likely this has been reported before... AIAI was doing quite well and then sadly died:
Code: Select all
dbg: [script] [2] [S] Your script made an error: the index 'Count' does not exist
dbg: [script] [2] [S]
dbg: [script] [2] [S] *FUNCTION [ValuateConsumer()] aiai-iota14/Builder.nut line [31]
dbg: [script] [2] [S] *FUNCTION [FindPairDeepWrapped()] aiai-iota14/findpair.nut line [65]
dbg: [script] [2] [S] *FUNCTION [Go()] aiai-iota14/ROAD/TruckRoadBuilder.nut line [45]
dbg: [script] [2] [S] *FUNCTION [TryEverything()] aiai-iota14/main.nut line [124]
dbg: [script] [2] [S] *FUNCTION [Start()] aiai-iota14/main.nut line [59]
dbg: [script] [2] [S]
dbg: [script] [2] [S] [score] 0
dbg: [script] [2] [S] [cargo] 9
dbg: [script] [2] [S] [ID] 69
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] [2] [S] [base] 0
dbg: [script] [2] [S] [industry_list_accepting_current_cargo] INSTANCE
dbg: [script] [2] [S] [cargo_list] INSTANCE
dbg: [script] [2] [S] [new] 0
dbg: [script] [2] [S] [best] 2419200
dbg: [script] [2] [S] [choise] INSTANCE
dbg: [script] [2] [S] [industry_list] INSTANCE
dbg: [script] [2] [S] [FindEngine] CLOSURE
dbg: [script] [2] [S] [ToCityStationAllocator] CLOSURE
dbg: [script] [2] [S] [GetNiceTownForMe] CLOSURE
dbg: [script] [2] [S] [DualIndustryStationAllocator] CLOSURE
dbg: [script] [2] [S] [distanceBetweenIndustriesValuator] CLOSURE
dbg: [script] [2] [S] [ValuateConsumer] CLOSURE
dbg: [script] [2] [S] [IsConsumerOK] CLOSURE
dbg: [script] [2] [S] [ValuateProducer] CLOSURE
dbg: [script] [2] [S] [IsConnectedIndustry] CLOSURE
dbg: [script] [2] [S] [IsProducerOK] CLOSURE
dbg: [script] [2] [S] [GetIndustryList] CLOSURE
dbg: [script] [2] [S] [traska] INSTANCE
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] [2] [S] [i] 0
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] [2] [S] [i] 3
dbg: [script] [2] [S] [builders] ARRAY
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] [2] [S] [builders] ARRAY
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] The script died unexpectedly.
- Attachments
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- autosave15.sav
- savegame from before the crash
- (322.67 KiB) Downloaded 211 times
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- ogfx-landscape.tar
- NewGRF needed for loading savegame
- (2.25 MiB) Downloaded 211 times
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