Yah I'd like ti fi you sent me the whole config:
/NTai/AA.tdf (the config root file that toolkit uses)
/NTai/configs/AA.tdf (the file NTai reads to figure out what todo)
/NTai/learn/AA.tdf (The file with the learning values and unitnames etc.)
I've made some notes on what you've already sent em via email and emailed you back, some points I will raise now, some I need more information about.
First of all
is_builder is_factory type keywords
These became obsolete and unsupported as on XE9.5RC1, the new task system simply doesnt require them as it is a totally new design. Toolkit wont let you add these keywords as I removed them, however, old versions fo toolkit will let youa dd these keywords, and new versions of toolkit will ignore these, and so you need to remove them manually.
TDF Junk
Code: Select all
[-] < Frame: 0 >Junk in buffer :=b_power,b_power,b_mex,b_mex,b_mex,b_factory,b_power,b_power;
I found this message inside the log DJ sent me and this infers a syntax error in one of the config TDF files. I do not have a copy of them however and so I cant figure out the problem.
While I cant easily debug NTai, I can fix, debug, compile and release new versions of the toolkit program. (well technically I cant do that as toolkits on my ipod nano and its gone missing).
The reason the arrow moved when you manually buitl the item is due to the way the planning system works. I found that the location a unit is told to build something at != the location the unit being built is said to be located at. I presume then that this is because one uses the centre of the unit and the other the corner, and that there's some twiddling of the value due to underlying grids and the blocking map. I cant really be sure of this all, so to fix this I made the plan movable by a certain radius.
I may also ntoe that to save cpu tiem and spread out unitIdle calls I staggered the next task start point by making units wait a random amount of time between tasks. This prevents them lagging the game heavily if 4 or 5 units skip a group of 3 or 40 tasks in succesion, especially if each is due to build palcement problems such as them being in the middle of a huge base and thus spawning lots of search threads.
This solution ahd a side effect in that it sometimes made factories wait long enough that they started the closing sequence. I tried to reduce this value however before compiling the version I uploaded to UF so if its a problem for certain mod tell me as I test in EE not XTA or BA as thats the most complete config I have available atm. That config is bundled with the XE9.5RC1 download.