5/27/2023 0 Comments Openttd station ratingLocal tile_list = AITileList_IndustryProducing(industry_id, AIStation.GetCoverageRadius(AIStation.STATION_TRAIN)) įor (local tile = tile_list.Begin() tile != 0 tile = tile_list. I then attempted a workaround by getting the stationID using: local industry_id = 0 //Industry ID to target, using a coal mine to test This is the one change in version 12 that has by far caused the most questions everywhere, so let’s talk a bit more about it, and show some. It was implemented in pull request 8688, for those who want to see the development history. High station ratings is key to increasing industry production and cargo throughput, and doing. In OpenTTD version 12, we changed rail signals building UI only shows the Path Signal types by default. Unfortunately, I haven't yet been able to find a way to find a way to access any of this data using AIStationList.ĪIStationList(AIStation.STATION_ANY).IsEmpty() Returns true, despite there being stations from competitors. This page contains handy tips and tricks for OpenTTD. To calculate this, since I haven't seen any way to get this directly using the API, I need to use the formulas OpenTTD uses to distribute cargo.Ĭargo is split based on the top local rating of each competitor in a city.įor example: If company A has two stations (Rating 50% and Rating 40%), and company B has one station (Rating 50%), half of the cargo goes to A and is split between their two stations, and the other half goes to B's single station. (Such as 100 passengers and 20 mail every month) bonus the AI receives for their station ratings, which is none for Low. Please Log in or Create an account to join the conversation.I'm currently writing an AI to play OpenTTD, and I'm trying to find out how many people & mail will be available if I build a station covering an entire town. OpenTTD will instead assign numbers to stations in a town after running out of. I don't understand why are you hanging onto single sentence where I admited I tried to do something about rating loss from transfer to initial staion and it kind of worked but wouldn't bring back 100% rating that the simplest setup provides. Rating pushing is when you have vehicle which only purpose is to keep rating. Crowded, because I always claim a town with Machine Shop and since it's close to town - apart from supply trains, there are numerous other trains transporting raw and processed resources. Having stations set up to keep ratings as high as possible is not rating pushing. The players company and the individual stations each have ratings that depend largely on. I am doing it because I do not want empty nor nearly empty trains rolling through MACHINE SHOP station that in my network design is ALWAYS a very crowded zone. A fan-made game engine recreation OpenTTD is also available. I will say it one last time and I don't want any further "why am I doing it" questions, as it is not the subject of this discussion: You didn't even relate to other examples of setups that provide high rating, you just took a sentence out of context for what ST is patting you on the back. I've had games where a city would have an inter-continental airport running at full capacity, an 8x10 trains station, hover-crafts running from a nearby dock, and multiple. Rating pushing is when you have vehicle which only purpose is to keep rating high. Station rating will affect how many passengers you get, but with a large city on Quadratic cargo, even with low ratings, you will still get an insane amount of passengers. The players company and the individual stations each have ratings that. Having stations set up to keep ratings as high as possible is not rating pushing. OpenTTD is a business simulation game in which players try to earn money by.
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