The costs and the year of design are somewhat random, aren't they? -- Jokes Free4Me 09:13, 25 May 2007 (CEST)
Afaik, year of design is constant (unless you are offered to test the vehicle). The costs are based on preset difficulty (vehicle running costs) at the year of vehicle release? -- H3llkn0wz 11:11, 25 May 2007 (CEST)
- Well, i just started a game in 1934 and recorded the order of design for vehicles. They all came out in 1935, allowing me to test them. Regardless of what i chose, their year of design was 1935. The second time i played, the order had changed, but they all were still from 1935 ; but when i loaded a previous game, some vehicles had 1936 as their year of design. As for the costs, they change each month, so i am curious what time frame should we use for the vehicle's price... If i had enough time, i'd do an average of all the prices over the full period of the vehicle being available. :D -- Jokes Free4Me 17:35, 25 May 2007 (CEST)
- Well... I would say that the date of release is a hard-coded date +- a random number of months staying inside that year. That's what i always get. So you probably would get a random order for road vehicles all the time.
- About loading the game and 1936... hell if i know :)
- Well I don't know how exactly Testing a vehicle for a year (after official of before official release that is) works. Perhaps that loaded game had an AI which was testing vehicles and you didn't get to have them until a year later.
- And avarage price wouldn't mean much since it increases along with inflation (don't know if the proportion stays 1:1 though)-- H3llkn0wz 17:49, 25 May 2007 (CEST)
- Okay, now i've tested it by starting some new games (in 1945, 1975, 1980 and 2000) - some trucks had 1936 as design year, and they weren't always the same kinds of trucks... I suppose it's around march 1935 plus some random number of months, up to say 12. (Looking at the source code, i see a few tables in "table\engines.h", but i need to investigate further) -- Jokes Free4Me 18:44, 26 May 2007 (CEST)
For fun, I tried playing a bit with road vehicles. there are many things which don't work as expected i'm afraid. the lack of some sort of signalling causes very odd decisions by the pathfinder. so does the lack of waypoints. furthermore there are serious limits on routing within a city, which is the most important presumed use for a bus system. i'll do what i can to work on this... 22.214.171.124 22:34, 25 February 2009 (UTC)
- Have you used the best (=recommended) path finder for road vehicles? Also, in trunk/0.7.0 beta 1, you can use bus stops + "go via" orders for the same behavior as a rail waypoint. --Roujin 01:56, 26 February 2009 (UTC)
About articulated road vehicles
Should we write somewhere that they CAN'T go to old road bays? Ok, you might notice it by trying to assign them an order to a road bay instead of a roadstop, but in my opinion it's too late, because you need to remove the roadbay and replace it with a roadstop and maybe the local authority doesn't allow you to do it. AIs need to know this very well, I had a lot of problems with, I say, ConvoyAI because it tried to assign invalid orders, this might happen with all other AIs, I did not tried it very well, I played only with Admiral and Convoy by now. --Wolf01 14:36, 14 March 2009 (UTC)
- Sure, do add this piece of information. Further places where this information could be mentioned are Roadway construction, Loading Bays and/or Drive-through Road Stops. Roadway construction is also quite outdated and could use some updating with new-ish stuff like the autoroad button. --Roujin 07:41, 16 March 2009 (UTC)