Well... I watched the orders for the last commander in the replay... and he seemed just to walk straight into death... started a kinda weird walk from his base into my defense line...
Anyways... I'd say it would be great if you could find something which would make the commander a little bit less suicidal... even though it was a boring battle there's no need to kill oneself
Glad to see it works with NOTA now, now i've finally got an alternative to RAI's thin stream of units waddling towards their death. That being said, the thing that stands out to me the most is it's disinterest in flak; only ever saw the enemy build a few mobile flak late into the game (and not a single stationary flak) after my ally had already a sizeable Luftwaffe blitzing their solars (it loved going after those) for a while. Admittedly that was but one game, I shall play some more over the weekend to see if this is a reoccurring issue.
elias79 wrote:
How do i make configs ?
Have a look at the ones currently packaged with it to see how it's done, it has comments and things to tell you what it all means. There's categorization, which tells the AI what all the units do i.e. their role(s); then there's config which manipulates fundamental strategy over the course of it's economic rise, specifically unit group sizes, when to tech up, number of scouts and builders.
Version bundled with Spring 0.82.5 has some stall issues. Here is update (v3.22.3):
changed filename generation for log file: now includes short mod name and contains only safe path characters
fixed filename generation for pathfinder graph cached data: no more semi-qualified filenames like "-graph.bin"
fixed possible temporary stall before the very first factory build (introduced in v3.22.2)
fixed commander walking into enemy base on metall stall detection (probably)
aircraft builders can always assist factories now, replacing ground assisters when limit per factory is reached; this is done to free factory exit in late game
better metall stall and energy stall resolving; previous versions heavily depend on commander and also do not consider it can be dead
fixed the problem when aircraft builders could not build some economy units (introduced in v3.21.2)
partial tech 2 support for NOTA mod
PS. This version of AI has been included in Spring 0.82.5.1
Last edited by slogic on 08 Sep 2010, 01:12, edited 2 times in total.
Joined: 24 Oct 2007, 03:49 Location: Sydney, Australia
hmm having issues using this AI with NOTA.
no errors but the AI team just does nothing, tried normal mode, commander mode.
tried 3.22.2 and 3.22.3 the NOTA-categorization.cfg and NOTA-config.cfg are there in the AI/Skirmish/E323AI/3.22.3/configs dir
any ideas? [ 0] Using mod NOTA v1.633 [ 0] <SkirmishAI: E323AI 3.22.2 (team 0)>: Logging disabled [ 1] SkirmishAI (with team ID = 0) is using cheats! [ 2] Skirmish AI "Bot1" took over control of team 0 [ 800] <SkirmishAI: E323AI 3.22.2 (team 0)>: *** E323AI 3.22.2 - High Templar (Sep 6 2010) *** [ 800] <SkirmishAI: E323AI 3.22.2 (team 0)>: *** Error323 & Simon Logic *** [ 800] <SkirmishAI: E323AI 3.22.2 (team 0)>: *** This A.I. mainly focusses on the XTA and BA mods ***
Hm, i tested on previous version of NOTA and it was ok. Looks like the same issue as in CA: AI just exited silently for no apparent reason. I was too tied to investigate this.
PS. Just tested with 1.633. It is working for me (see image below). What map did you play?
full tech 2 support for NOTA mod (from technical point of view)
fixed NOTA config file so tech 2 vehicles start being built (for ARM side only, CORE side is not updated at all)
converted NOTA config file from DOS into UNIX text format
fixed grouping of different types of units (air vs ground) if single factory can build both of them (Conflict Terra features this)
fixed epic very old bug which made some types of units do not move because no path graph was calculated for them (this bug revealed in Conflict Terra only for kbots)
added building multiple factories of the same type if they can't be assisted
PS. This version of AI has been included in Spring 0.82.6.0
slogic, maybe it would make sense to start a new thread (and link to this thread), so you would be able to edit the first post and the name of the thread, when releasing new versions.
Well, generally i need discussion thread and news thread. For news i can use "Latest AI Release Versions" thread. For discussion current one (and for beta versions may be?). What do you think?
I've tried this last version and so far I haven't survived against three AI's... guess I need to work on my tactics (BA 7.18)
Can't believe it :) For several last versions there were no real massive tactics improvement. Anyway, you can low difficulty for now (SpringLobby supports AI options).
Currently I'm thinking about refactoring to defense matrix layers to implement antiair and antinuke abilities.
I've tried this last version and so far I haven't survived against three AI's... guess I need to work on my tactics (BA 7.18)
Can't believe it :) For several last versions there were no real massive tactics improvement. Anyway, you can low difficulty for now (SpringLobby supports AI options).
Currently I'm thinking about refactoring to defense matrix layers to implement antiair and antinuke abilities.
Well, when I won against the prev. version, it was only because all three commanders walked into my defensive line
Glad to see it works with NOTA now, now i've finally got an alternative to RAI's thin stream of units waddling towards their death. That being said, the thing that stands out to me the most is it's disinterest in flak; only ever saw the enemy build a few mobile flak late into the game (and not a single stationary flak) after my ally had already a sizeable Luftwaffe blitzing their solars (it loved going after those) for a while. Admittedly that was but one game, I shall play some more over the weekend to see if this is a reoccurring issue.
elias79 wrote:
How do i make configs ?
Have a look at the ones currently packaged with it to see how it's done, it has comments and things to tell you what it all means. There's categorization, which tells the AI what all the units do i.e. their role(s); then there's config which manipulates fundamental strategy over the course of it's economic rise, specifically unit group sizes, when to tech up, number of scouts and builders.
The new version work much better but still seems to ignore the categorization file and build one to three type of units in most factories.
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