player49256 Posted July 15, 2016 Posted July 15, 2016 (edited) Github report: https://github.com/OpenRCT2/OpenRCT2/issues/4131 Hi! When i open an old park i made (like 11 years ago) in OpenRCT2, guest instantly starts to leave and by a year or 2 ingame i've lost over 1000 guests. I tried this by opening my park in GOG RCT2 version, hire Handymen to total of 50 and let in run till September 12, guest count was up to 2734 from 2700, hhen i repeated above process with about same result (guest count went up) If i open the same park in OpenRCT2, hire same ammount of handymen and let it run to september 12, guest count went down from 2700 to 2660. I tried to open it many times in OpenRCT2 with same procedure and max i got to was 2690. When letting it run for many ingame years (like 50), it stabelizes at around 800 guests. So i don't know what I'm doing wrong but somehow i managed to get 2700 guests in the first place (I know i did not use tram or advertising cheats). So i tried to delete some alternative paths to make only 1 path that leads to park exit (instead of 2), and noticed some strange behaivour. http://imgur.com/a/6YpR4 I even enabled cheats and gave all guests maps. This is same park in Vanilla RCT after around 2 ingame months: http://imgur.com/4t0fpwQ Link to park save file (Using forum uploader failed, so linking to zippyshare): http://www70.zippyshare.com/v/g7rbgSWY/file.html Anyone know what I'm doing wrong? Or may there be some diffrences (bug) between vanilla and OpenRCT2? Thanks in advance EDIT: Longer comparision, using same method as above: http://imgur.com/mOEZAwL Edited July 18, 2016 by player49256
jensj12 Posted July 15, 2016 Posted July 15, 2016 In OpenRCT2, maps actually work, they were broken in RCT2. This however lead to more guests getting stuck as they started to choose locations much further away. Guest AI is known to be very bad and will be totally revamped in the future. Another change in guest AI I know is that they can now take free transport rides when heading home. I don't know if there are any other changes to the peep AI or how their needs and happiness are handled. At least thanks for reporting noticable differences to the original game. 1
CharlieP Posted July 15, 2016 Posted July 15, 2016 Something else that is different with OpenRCT2 as opposed to vanilla RCT2 that is weather changes. If your game is set for warm, on RCT2 thunderstorms come around every 45 days or so, with OpenRCT2 that changes to every 20-25 days. Cool and wet doesn't seem to be that much different neither does cold. This happens on four of my scenarios - two are remakes of RCT scenarios and the others created by me in RCT2. I haven't finished any new scenarios using OpenRCT2 yet, so I can't really judge playing them on RCT2.
player49256 Posted July 16, 2016 Author Posted July 16, 2016 (edited) 14 hours ago, jensj12 said: In OpenRCT2, maps actually work, they were broken in RCT2. This however lead to more guests getting stuck as they started to choose locations much further away. Guest AI is known to be very bad and will be totally revamped in the future. Another change in guest AI I know is that they can now take free transport rides when heading home. I don't know if there are any other changes to the peep AI or how their needs and happiness are handled. At least thanks for reporting noticable differences to the original game. Does this mean that the maps actually store path layout when they bought it, i.e. When you delete a path the map shows for them that it still exist? Anyways, the AI could explain a bit, since if they suddenly have a hard time finding stuff, they'll get unhappy and tired and decides to leave the park, no? 10 hours ago, CharlieP said: Something else that is different with OpenRCT2 as opposed to vanilla RCT2 that is weather changes. If your game is set for warm, on RCT2 thunderstorms come around every 45 days or so, with OpenRCT2 that changes to every 20-25 days. Cool and wet doesn't seem to be that much different neither does cold. This happens on four of my scenarios - two are remakes of RCT scenarios and the others created by me in RCT2. I haven't finished any new scenarios using OpenRCT2 yet, so I can't really judge playing them on RCT2. Could it affect that much tho? I'm gonna try and lock weather to sunny and see how it affects the guests. Heres an image from further in the game: http://imgur.com/mOEZAwL I ran the vanilla for to around year 12 and had at that point 3600 guests, still not doing anything besides hiring some staff. Also, is there anything i can do as park builder for future parks to help avoid this when using OpenRCT2? UPDATE: Tried freezing climate to sunny: http://imgur.com/YZv77Cv Edited July 16, 2016 by player49256
jensj12 Posted July 16, 2016 Posted July 16, 2016 58 minutes ago, player49256 said: Does this mean that the maps actually store path layout when they bought it, i.e. When you delete a path the map shows for them that it still exist? Anyways, the AI could explain a bit, since if they suddenly have a hard time finding stuff, they'll get unhappy and tired and decides to leave the park, no? Maps don't improve the AI AFAIK. It just allows them to head for a ride they haven't seen yet. Since they need to take a longer walk then, they think they are lost and lose happiness, even if they are correctly heading towards their destination. 1
Duncans_pumpkin Posted July 16, 2016 Posted July 16, 2016 18 hours ago, CharlieP said: Something else that is different with OpenRCT2 as opposed to vanilla RCT2 that is weather changes. If your game is set for warm, on RCT2 thunderstorms come around every 45 days or so, with OpenRCT2 that changes to every 20-25 days. Cool and wet doesn't seem to be that much different neither does cold. This happens on four of my scenarios - two are remakes of RCT scenarios and the others created by me in RCT2. I haven't finished any new scenarios using OpenRCT2 yet, so I can't really judge playing them on RCT2. There shouldn't be any changes to the climate. And anyway that doesn't effect the pathfinding only the decision on what type of ride to head to.
player49256 Posted July 16, 2016 Author Posted July 16, 2016 (edited) On 2016-07-16 at 12:08, jensj12 said: Maps don't improve the AI AFAIK. It just allows them to head for a ride they haven't seen yet. Since they need to take a longer walk then, they think they are lost and lose happiness, even if they are correctly heading towards their destination. On 2016-07-16 at 20:27, Duncans_pumpkin said: There shouldn't be any changes to the climate. And anyway that doesn't effect the pathfinding only the decision on what type of ride to head to. I tried raising map to 20$ and then removing all guests, starting over, it made about no diffrence at all. What i noticed tho is that the north entrance of the park seem to be a pain for the OpenRCT AI (the south entrance is exit only, no guests enter there), because most of the guests in park seem to have stuck there. So I remade the entrance a bit and after that i managed to get around 1800 guests in park, instead of like 800, while in vanilla i got around 3600 guests. http://imgur.com/a/oKudy I also added another path around where i show in first post where they get stuck, suddenly, not stuck anymore (illustrated in paint, forgot to screenshot): http://imgur.com/67PLiHr So all in all, OpenRCT AI seem to have a really hard time with the park layout, while Vanilla seems not to, and maps doesent seem to change that alot. Edited July 18, 2016 by player49256
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