Thanks for the feedback guys (feel free to keep it coming!) Regarding #2: afraid not, the tag forest has only grown bigger. Too bad! This really makes it hard to provide universal support, and specializing is a bad idea. This is especially true when a mod can be the most popular today and not played...
Hey guys, Its been ages since I've been around these forums, played spring etc... For those that don't know me, I was the guy who started KAI (now called KAIK?). I am applying for my Master's degree, and suddenly the prospects of working on a serious AI became attractive once again, as I need a larg...
Wow, someone actually managed to make sense of my messy, uncommented code! very nice :-) Whats the d-gunning routine like? Id upload my code for predictive dgunning (remember the video i made of it hitting planes/jeffys with it?) but a hard disk failure wiped all my old code... If you have questions...
It is feasible cpu-wise, its not really all that computationally expensive or that hard to work in most maps (a lot of games have this implemented by default), though the idea itself is pretty useless. A formation as such is expensive, slow, vulnerable to AOE, predictable and ultimately useless due ...
You can simply use a ballistic approximation that automatically calculates the damage over time of any given unit vs another, thus giving you ranked targetting priorities instead of a simple, often misleading tag. Needless to say it would also detect all the units that cant hit others effectively.
from a pm i sent to sub: First it needs to generate the chokepoint map. This is done in CreateDefenseMatrix() (in pathfinder.cpp) by finding the starting positions on frame one, checking for all units on the map. Since only comms exist the units returned are in the start locations. It then pathfinds...
Krogoth, I attempted to integrate the chokepoint and defence placement into NTai and found I had to eventually copy over 95% of KAI to get it to compile. You cant just copy and paste bits of code and expect it to work on a completely different AI. I said use not copy-paste. The idea is you see how ...
KAI does 1,2,4,5,6 and 10 to some extent. 7 makes no sense to me, 4 takes a lot of effort to do it properly (no subs in ponds etc). Finally 8 and 9 take too much CPU power and coding/testing time to be anyone's priorities. The main issues with AI's in my eyes are their poor: 1- expansion/economy 2- ...
KAI is most likely dead, so your best hope is the other AIs... And to make it clear: Feel completely free to use KAI code on your AI's guys, i dont care if there is or isnt a message at startup, or even a comment in the code (though that would be polite). So please at least use the defence placement...
The source is there for anyone who wants to recompile it, some people apparently managed to get it working though it would be nice if they uploaded the DLLs
Just get the unit def list, it only shows enabled units, and since AAI already does(or used to) that its just a matter of actually using the information...