Search found 174 matches
- 21 Feb 2009, 07:10
- Forum: Help & Bugs
- Topic: SpringLobby and trouble with maps
- Replies: 5
- Views: 1744
Re: SpringLobby and trouble with maps
I have a solution. Installing the new Vista SpringLobby gave the same problem. HOWEVER, placing my base, mods and maps in c:\users\myusername\spring directories did fix the problem, leading me to believe that SpringLobby is simply ordering UnitSync.dll to search for the files in the wrong place. Or ...
- 20 Feb 2009, 22:28
- Forum: Help & Bugs
- Topic: SpringLobby and trouble with maps
- Replies: 5
- Views: 1744
SpringLobby and trouble with maps
Alright. Springlobby (version 1.10423) does not show maps when I choose single player and select a mod and map, and crashes if I hit "start". In multiplayer, it crashes if I hit "Host New..." and then "Host", OR if I try to join a game. It seems to be related to UnitSyn...
- 07 Sep 2006, 00:23
- Forum: Feature Requests
- Topic: Multiplayer Campaing
- Replies: 20
- Views: 1941
The mod could be different each day for each planet, and the map could be a randomly chosen appropriate map to that planet. Like, today if you pick mars, it'll be AA, but tomorrow it might be XTA or FF. Then, once you pick the planet, it'll be a mars-style map. So XantheTerra or mars or whatever. Bu...
- 31 Aug 2006, 23:59
- Forum: Engine
- Topic: Spring with Kill/Loss window
- Replies: 25
- Views: 3607
Screenshots or death. OK, OK. I'll get them, just give me a little bit. The Kill window shouldn't have a bug after 32000+ kills. If you get more than two billion I make no promises. Right now, it's one point per kill. If you want damage, metal produced, or some other score feature, I'll work on giv...
- 29 Aug 2006, 23:33
- Forum: Engine
- Topic: Spring with Kill/Loss window
- Replies: 25
- Views: 3607
Spring with Kill/Loss window
Yeah! I finally got the rts source to compile. No sound or LUA, but it has a kill/loss window, and the tooltip shows how far you are towards finishing up capturing, reclaiming, or resurrecting. Download it here: http://www.fileuniverse.com/?p=showitem&ID=3743 . Let me know what you think. Edit: ...
- 19 May 2006, 20:18
- Forum: AI
- Topic: How to make the AI Cheat
- Replies: 9
- Views: 1750
- 11 May 2006, 20:56
- Forum: AI
- Topic: HandleCommand Features
- Replies: 11
- Views: 2279
- 11 May 2006, 20:52
- Forum: AI
- Topic: How to make the AI Cheat
- Replies: 9
- Views: 1750
Well, it worked with 0.70b3, so I'll have to double-check it with 0.71b1. I'll bring a demo file or screenshots next time or else everyone can wait for the source code in OTAI's next version. I've also found that it's possible for the AI to very easily get other players' data. Should that be somethi...
- 09 May 2006, 22:13
- Forum: AI
- Topic: How to make the AI Cheat
- Replies: 9
- Views: 1750
How to make the AI Cheat
I hope that this hasn't been posted somewhere else, but here's how to make the AI Cheat without anyone having to type ".cheat". You have to call the GetCheatInterface() from the GlobalAICallback you get in the GlobalAI::Init(). This returns a pointer to a AICheats class or NULL if in a mul...
- 09 May 2006, 22:05
- Forum: AI
- Topic: HandleCommand Features
- Replies: 11
- Views: 2279
- 03 May 2006, 21:30
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22929
Alright... Plenty of questions here... All from AF... If you want to package OTAI with XE8, I'd be perfectly fine with that. I like AI vs AI battles as much as anyone. As for code cleaning, right now I'm pulling most of the code out of the GlobalAI.cpp and putting it into individual unit type classe...
- 25 Apr 2006, 21:01
- Forum: AI
- Topic: Anti stall algorithm
- Replies: 41
- Views: 5769
It shouldn't have to be up to the modder to tell that AI makers how to make AIs! The formula for calculating stall is fairly simple: [/code] Stall=False if(Resource + (Income - Usage) * BuildTime < 0) Stall = true If you want to factor in the costs of future projects, all you have to do is figure ou...
- 18 Apr 2006, 23:41
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22929
Okay, got a new version again, 1.13. I spent a lot of time trying out that MFC threading and getting frustrated before giving up on that. I also cut the max number of buffered commands from eight to four, although some commands aren't buffered at all. @ignesandross: Feel free to test however you lik...
- 10 Apr 2006, 02:02
- Forum: AI
- Topic: Selfdestructing units
- Replies: 8
- Views: 1143
- 05 Apr 2006, 21:10
- Forum: AI
- Topic: Unit Learning Algorithms
- Replies: 53
- Views: 5091
- 28 Mar 2006, 23:28
- Forum: AI
- Topic: QAI Advanced AI Thread
- Replies: 21
- Views: 3228
- 28 Mar 2006, 23:21
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22929
All right! New Version: OTAI 1.11 - Command Buffering has replaced most calls to the callback, limit of eight commands per frame. - Finally got around to using Krogothe's new metal class (with minor changes). - Adjusted when/how to put up defenses so that a field of LLTs aren't used to cover one mex...
- 23 Mar 2006, 21:45
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22929
I've been sorting by the command type. Attacks and builds and self-destructs get high priority, move gets medium, and reclamation and resurrection get low priority. What I would like is a way of randomly choosing a pending command, but weighted for priority, so that sometimes a low-priority command ...
- 23 Mar 2006, 20:54
- Forum: AI
- Topic: Academic research papers on AI in RTS games
- Replies: 8
- Views: 3240
- 23 Mar 2006, 20:46
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22929