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LuDiAI AfterFix
===============

LuDiAI AfterFix is an AI that builds road, air, ship and rail routes
transporting either mail or passengers.

It's an AI that is built upon the original work of lukin_'s LuDiAI.
Initial work was on fixing issues found on the original, but it became
something more of its own later on.


Main differences or improvements
--------------------------------

- Builds trains
- Builds ships
- Adds more configuration settings
- Can build more than 500 road vehicles
- Builds more airport types
- Builds helicopters
- Builds statues
- Builds the company HQ
- Sells old aircraft
- Is aware of cargo distribution setting
- Is aware of plane speed setting
- Is aware of aircraft max range
- Is aware of map size for route distances
- Is aware of infrastructure maintenance costs
- Matches aircraft type with airport type
- Plans optimal distances between airports
- May build more than one aircraft per route at once
- May add or remove more than one road vehicle at once during management
- Renews vehicles when better models become available
- Plans a maximum number of vehicles a route can support
- Attaches road stations to existing airports
- Removes unserviced road routes
- Use of customized road pathfinder
- Retries road construction if it finds an obstacle instead of giving up
- Is aware of articulated road vehicles' need of drivethrough stations
- Upgrades road bridges
- Retries construction of road stations instead of giving upon instantly
- Schedules removals of leftover road stations and depots on failure
- May also try to build road depots in the source or destination towns
- Founds towns
- Initiates advertising campaigns in towns
- Funds construction of buildings in towns
- Loans and repays on-the-go


Configuration Settings
----------------------

Town Cargo:
    Choses which cargo the AI will handle.

    - Passengers:
    The AI creates Passenger only routes via road, air, water and/or rail.

    - Mail:
    The AI creates Mail only routes via road, air, water and/or rail.

    - Passengers and Mail:
    The AI creates both Passenger and Mail routes via road, air, water
    and/or rail.


Town choice priority:
    Defines how the AI will pair two towns.

    - Most cargo produced first:
    The AI choses the most productive towns first when creating a service.

    - None, pick at random:
    The AI choses the towns at random when creating a service.

    - Shorter routes first:
    The AI choses towns which are closer to each other first when creating
    a service.

    - Longer routes first:
    The AI choses towns which are further from each other first when
    creating a service.


Is friendly:
    When enabled, the AI tries to avoid building its stations near
    stations of other companies. When disabled, it is allowed to do so.


Can station spread:
    When enabled, the AI expands its road stations by distantly joining
    new station pieces, to enlarge station coverage. It may also join road
    stations with airports, docks, railway stations and vice-versa
    whenever possible.


Rail support:
    Enables or disables the usage of rail routes.


Road support:
    Enables or disables the usage of road routes.


Water support:
    Enables or disables the usage of water routes.


Air support:
    Enables or disables the usage of air routes.


Days dedicated to exclusively attempting a transport mode:
    Time limit for exclusive focus on getting a route of a transport
    type built before allowing the next transport type.


Approximate number of days in transit for rail routes:
    Lower values may help pathfinding faster, but at the cost of lesser
    profits. Higher values may slow pathfinding and may not necessarily
    yield the best profits, assuming the default engines are being used.
    The limit can never go below 10 or above 150.


Rail pathfinder profile:
    Select the behaviour of the pathfinder when connecting two towns by
    rails.

    - SingleRail:
    Tweaked for constrained terrain. Connects each of the two lanes
    separately. Tends to succeed more often than the other method, but
    requires pathfinding twice, one per lane.

    - DoubleRail:
    Tweaked for looks. Connects both lanes in a single instance.


Approximate number of days in transit for road routes:
    Lower values may help pathfinding faster, but at the cost of lesser
    profits. Higher values may slow pathfinding and may not necessarily
    yield the best profits, assuming the default engines are being used.
    The limit can never go below 10 or above 150.


Road pathfinder profile:
    Select the behaviour of the pathfinder when connecting two towns by
    roads.

    - Custom:
    Tweaked for low construction costs when the AI is poor, by avoiding
    watered coast tiles, which may result in some weird bridges across
    two coasts. May try to avoid going through drivethrough stations.
    May build more bridges or tunnels in difficult terrain, especially
    when the slopes are too steep. If the AI is rich, it may build really
    long bridges and tunnels. Relatively slow, but overall, the better
    planner.

    - Default:
    Though the pathfinder interval cost values have been reworked and some
    of the logic regarding bridges and how are roads connected to each
    other, the default profile tries to mimic the behaviour of the
    original LuDiAI pathfinder. It is not cost conscious regarding coasts,
    slopes or bridges, doesn't avoid drivethrough stations and does not
    build too long bridges or tunnels.

    - Fastest:
    Optimized for fastest planning speed, at the cost of low road reuse.
    It prefers fewer curves, which could result in roads going through
    sharp landscapes, or be longer than necessary. Can only build small
    bridges, which may not be ideal for maps with lots of water.


Road route capacity mode:
    Determines how the AI will handle the capacity of a route by managing
    the number of vehicles when there's enough cargo waiting at the
    stations.

    - Maximum of 25 road vehicles:
    Depending on the cargo waiting, the AI may decide to add road vehicles
    to the route, as long as it doesn't go over 25. It adds one at a time
    per management cycle.

    - Estimate maximum number of road vehicles:
    Same as above, but instead of 25 road vehicles, the maximum number is
    based on the distance between stations, maximum speed of the engine
    and the number of loading bays available at the stations. Stations may
    also spread to accommodate more loading bays, and thus more vehicles.
    It also adds one at a time per management cycle.

    - Adjust number of road vehicles dynamically:
    In this mode, the AI will keep adding vehicles to the route whenever
    there's cargo waiting, but will also remove road vehicles if it finds
    its vehicles unable to move. It will be constantly doing this all the
    time, which may slow down management. Contrary to the other modes, it
    can add or remove multiple vehicles at once per management cycle.


Road route load orders mode:
    Determines how road vehicles set up their orders.

    - Full load before departing:
    The vehicles will use 'Full load any cargo' on their go-to orders.

    - Load something before departing:
    A conditional order is placed between their go-to orders that Jump to
    their respective go-to order when load percentage is equal to zero.

    - May load nothing before departing:
    The default 'Load if available' is used on their go-to orders.


Approximate number of days in transit for water routes:
    Lower values may help pathfinding faster, but at the cost of lesser
    profits. Higher values may slow pathfinding and may not necessarily
    yield the best profits, assuming the default engines are being used.
    The limit can never go below 10 or above 150.


Water route capacity mode:
    Determines how the AI will handle the capacity of a route by managing
    the number of vehicles when there's enough cargo waiting at the
    stations.

    - Maximum of 10 ships:
    Depending on the cargo waiting, the AI may decide to add ships to the
    route, as long as it doesn't go over 10. It adds one at a time per
    management cycle.

    - Estimate maximum number of ships:
    Same as above, but instead of 10 ships, the maximum number is based on
    the distance between stations and maximum speed of the engine. It also
    adds one at a time per management cycle.

    - Adjust number of ships dynamically:
    In this mode, the AI will keep adding ships to the route whenever
    there's cargo waiting. Contrary to the other modes, it can add or
    remove multiple ships at once per management cycle.


Water route load orders mode:
    Determines how ships set up their orders.

    - Load something before departing:
    A conditional order is placed between their go-to orders that Jump to
    their respective go-to order when load percentage is equal to zero.

    - May load nothing before departing:
    The default 'Load if available' is used on their go-to orders.


Air route load orders mode:
    Determines how aircraft set up their orders.

    - Full load before departing:
    The vehicles will use 'Full load any cargo' on their go-to orders.

    - May load nothing before departing:
    The default 'Load if available' is used on their go-to orders.


Build company statues in towns:
    When enabled, the AI will build statues in honour of its company,
    providing a permanent boost to station rating in those towns.


Run advertising campaigns in towns:
    When enabled, the AI will run advertising campaigns in towns,
    providing a temporary boost to stations with low rating and cargo
    waiting in a small, medium or large radius around the town center.
    When used with "Build company statues in towns", it will prioritize
    the building of statues over advertising campaigns.


Fund construction of new buildings in towns:
    When enabled, the AI will fund the construction of new buildings in
    the smaller towns it services, providing a temporary boost to town
    growth. When used with "Build company statues in towns", it will
    prioritize the building of statues over funding construction.


Buy exclusive transport rights in towns:
    When enabled, the AI will buy exclusive transport rights in towns it
    services. For 12 months, their local authorities will not allow cargo
    to be used by competitors' stations.



Bribe towns to abort competitors' exclusive transport rights:
    When enabled, the AI will bribe local authorities to abort exclusive
    exclusive transport rights of competitors, at the risk of beight
    caught.


Found towns:
    When enabled, the AI will sponsor the construction of new towns in the
    map.


Build headquarters:
    When enabled, the AI will build a company headquarters randomly in the
    map, as cost efficient as possible.

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