This can have massive knock-on effects across your entire chain.įancy trying to program an AI to deal with that? I sure as hell wouldn't. Sure, you could find that the demand is great and start delivering shedloads of goods, but if you deliver too much, demand will fall. At the end of your production chain, the Cities you deliver to have complete control over the demand. In OTTD, you just link up resources to factories to cities and then have nothing to worry about. That person's intended destination is incredibly specific compared to a passenger in OTTD, plus the TpF citizen also has the ability to choose between faster or cheaper forms of transport! Later in the game, that citizen may choose not to use your transport lines at all and just buy themselves a car.Ĭonsider industries. Each person in a city has a home, place of work and place to shop. In TpF on the other hand, it's modelled down to EACH INDIVIDUAL CITIZEN. They didn't care where they went, just pick them up, drop off in a different city and profit. In OTTD you could just slap down a train station in a city and it'll generate a certain amount of passengers per day. no, it's really not that simple anymore.Ĭonsider the economy difference between OTTD and TpF. Please stop assuming "Oh they could do it 20 years ago, surely it can be done now". The problem with Transport Fever is that the 3D graphics is at the highest priority, and although it has been improved, it still isn't that suitable.Īs SirLANsalot explained 2 hours before you posted that, making AI for a game 20 years ago, and I might add, for a game that was 2D and grid based, was many orders of magnitude simpler than making an AI for today's kind of fully 3D games. Rennes の投稿を引用:Well, if an AI for this type of game was made more than 20 years ago, it can of course be done again.
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