...Last time any AI was playable with NOTA was... was... well dunno the year but i remember hearing sabretooth roar in the background.
Well, i tested this AI versus RAI. So RAI can play NOTA too.
+ fixing crash after commander has been attacked
I hear about this crash for the first time. Play your games with turned on log file and post here infolog.txt and AI log file please. Also AI has no reaction algorithm when commander (or any other unit) is under attack, so this sounds for me unbelievable. I mean the source of the crash is not commander attacking but smth else.
What i'm doing now is implementing coverage layers. I hope this can help me to introduce AA defenses, jammer towers, nano towers, shields, anti-nukes & CA economy boosters (Pylons?) at once.
Last edited by slogic on 21 Sep 2010, 18:19, edited 1 time in total.
After switching to t2 AI building too many units t1 and too little t2, and t3 do not build on the DSD. In the first picture (screen00007.png) shows that the AI is unable to properly manage the units. The second image (screen00010.png) shows that some units sometimes get stuck (at the bottom of the tanks). The third picture (screen00015.png) shows that he has no defense against nuclear attack and the commander is not hiding (+does not clocked). He is not building a plasma deflectors and it is easy to dunk him. So little building nuclear reactors and metal makers (t2) are built. More often happens that the commander could escape when his base is almost destroyed, but remains and explodes: (
v3.23.0 [2010-10-04] * AI can build anti-air defenses, jammers, shields, nano-towers & anti-nukes, though you need updated config files to see them in action * AI can't properly use anti-nukes yet * nano-towers are set on patrol order for now and do not have separate behaviour yet * refactored to support unlimited number of categorization tags * added new categorization tags: SUB, JAMMER, NUKE, ANTINUKE, PARALYZER, TORPEDO, TRANSPORT, EBOOSTER, MBOOSTER,SHIELD, NANOTOWER, REPAIRPAD * added calculation of two more threatmap layers for: floating units & underwater units * improved AI behaviour when starting the game without initial resources * assisting units will prefer to assist factories according to max techlevel state instead of strictly closest ones * added new attack behaviour for air fighters * slightly improved auto-categorization of units * added detection & removing of stuck unit in a moving group * fixed improper loading of categorization file when using DOS style EOL markers under *nix OS * fixed memory leak in defense matrix module * fixed build task ETA when builder is in micro-mode * fixed attack stall when target gotten via enemyScan() is cloaked * updated BA & CA config files
Please test and report _crash_ bugs. Logging is turned ON by default.
DLL is compatible with 0.82.5.x and older. DO NOT use it with Spring 0.82.6.x.
Seems to work fine for me... no crashes... Though I don't think the AI should be spending that much resources on AA... from my point of view it's become much easier to beat the AI with this latest version...
I would suggest that it only starts spamming AA when it first detects air... as that's basically what a normal player would do :)
It acts like you said. If not then provide replay and approx. time when AI built first AA defence. Personally i see the problem with nano-towers cause they can't be paused for now and eating resources even when AI is stalled.
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