AI Traffic...HA!
Posted: Sun Mar 14, 2010 1:04 am
From all I can gather from weeks of testing...
1) Any track scheduled to be used by AI traffic(regardless of Type...Special or any other type)... is blocked too the player until ALL scheduled AI traffic has finished using it.
Therefore, it follows that,
a) All AI traffic must use track completely separate from track used by the player, OR All player traffic must have a unique path that does not share the AI traffic track.
If this is the case...and from everything I've tried and read...IT IS!
Then AI Traffic is not an option. AI trains ARE an option...Traffic IS NOT.
This is unacceptable...
It is my sincere hope that RW is seriously working toward AI that follows the same rules as the player...and can (god forbid), tell a red signal from a green one. (I think Atari had this figured out a few year ago!)
What we DON'T need are more bells and whistles(no pun intended), on a scenario editor for trains THAT DON"T RUN!
1) Any track scheduled to be used by AI traffic(regardless of Type...Special or any other type)... is blocked too the player until ALL scheduled AI traffic has finished using it.
Therefore, it follows that,
a) All AI traffic must use track completely separate from track used by the player, OR All player traffic must have a unique path that does not share the AI traffic track.
If this is the case...and from everything I've tried and read...IT IS!
Then AI Traffic is not an option. AI trains ARE an option...Traffic IS NOT.
This is unacceptable...
It is my sincere hope that RW is seriously working toward AI that follows the same rules as the player...and can (god forbid), tell a red signal from a green one. (I think Atari had this figured out a few year ago!)
What we DON'T need are more bells and whistles(no pun intended), on a scenario editor for trains THAT DON"T RUN!