Age | Commit message (Collapse) | Author |
|
load the AI data from a savegame instead of the exact same version
|
|
window) when they were randomly chosen
|
|
|
|
|
|
project. You know that time is there when you make two huge mistakes in just 10 lines of code. I wish you all the best of luck :) (ps: HUGE mistakes!)
|
|
|
|
|
|
|
|
next game.
|
|
game and configure them via the gui.
|
|
to save for an AI.
|
|
|
|
'start_date' set to the AI slot (Yexo)
-Add [NoAI]: add a 'deviation' value for all settings, giving a slight deviation of the value of a setting (Yexo)
|
|
allowed by info.nut
|
|
setting marked with AICONFIG_RANDOM (Yexo)
|
|
a CanLoadFromVersion(version), which should return true/false, to indicate if you can load a savegame made with your AI of version 'version'
-Add [NoAI API CHANGE]: in main.nut the Load() function now should be Load(version, data), where 'version' is the version of your AI which made the savegame
-Codechange [NoAI]: various of function renames to make things more sane
-Add [NoAI]: push the 'version' of the AI through various of layers
-Codechange [NoAI]: various of code cleanups
-Add [NoAI]: store the version of the AI in the savegame too
|
|
current AI
|
|
see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
|