Joined: 21 Sep 2005, 18:45 Location: Minnesota, U.S.
I'm kind of late to jump in here, but I must say I noticed that your AI now uses High Trajectory. Very nice, I should've thought of that! It probably makes my DT building pretty useless, though...
If you take control of NTAI manually using .cheat .team 1, then things are ok, but if you select a unit that has high trajectory turned on by the AI then it crashes the spring engine, probably a bug with the GUI.
That and NTAI just sticks a unit on high traj if it can use it automatically, which was a quickfix, I guess in the next major release I should tweak ti to change betwee high and low depending on the target, among other minor improvements such as fast units circling the enemy
There's no native NTAI support for AA, any gameplay you get out of it is simply because it's OTA absed and AA Core shares a lot of unitnames with XTA Core.
Also AILogs are always in the same place c:\program files\taspring\ailog.txt
Joined: 21 Sep 2005, 18:45 Location: Minnesota, U.S.
Referring back to the beginning with the units-stuck-in-factories problem: I wonder if I it so that scouts are sent into enemy factories just to block them up.
I am sorry to report that I Just tryed out your recent Ai verson using XTA mod on the following maps of Evergeenhaven, Foothills and Mars. From the start of each game I continually got delayed sync and no sync responces and made it unplayable.
I get the sync error too when playing the AA 142S Mod, but I figured that that's to be expected, since it's a mod.
However, every game I've played with 0.29 (with the plain vanilla TA: Spring Mod) has crashed with an exception in the globalai.dll.
when i use NTAI_0.29.dll for bots, with Absolute Annihilation: Spring 1.42S, then the bots make a much mills and metal extractors, and 10 Kbots or so.
They dont build a strong army, very @#$%^&* to me :)
THEY ARE NOT STRANGE!
If i play XTA 0.66 then i have a good enemey, and it plays fine.
Af has yet to venture into AA land, however he has been sitting in XTA core land for a while now.
NTAI uses the same approach on all OTA based mods, so it will play well on XTA core, but it will play in exactly the same way on AA Core and OTA Core, even if the buildtree needs tweaking or builds things that wouldnt make sense outside of XTA.
Of course I've been saying for a while now that i could use some help with ti but nobody has even told me "perhaps if NTAI did this udner AA or it'd be better off building mroe fo x unit", but alas the onyl comments I get are the sort "it doesnt work on AA" or "it plays this well and that bad on AA", or "it wotn work properly, I was playign udner this map on AA"
Which all means tragedy for the AA gamers =(
I could add AA specific parts to the buildtree but I wouldnt know what to add....
Yes, AF is a very scary person when AF talks about himself in the third person.
You really need someone to run through the game, and watch NTAI play AA, so you can correct the build order. I'd say have them record a demo, and write up a short report of how it could play better, along with the names of the units.
well AF ive finally made my mind and download the last version u uploaded to see what it does already, and it does pretty nice It build small outpost with factories all producing and stuff, has a nice defense with its units, however it doesnt dgun or does it ? i thought i had heard it out there that it did dgun but i saw no dguns what so ever.
does it support water maps ?
its very nice that it supports all mods! (or so i think, tried 3 mods with it)
you should look over nanostalling issues
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