Search found 19 matches
- 21 Jan 2006, 04:51
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 349762
.29 b verson
Having fixed 0.29a and havign a 0.29b Nobody has told me if test build 5 even works, I just noticed your new .29 b verson and with no documtation in the file. I played 1 game with NTAI_release.dll and it crashed just after 2 minutes. Now is this version suppost to be used with the last verson as an...
test 3
AAI 0.35 running mod xta_se_v066.sdz on Map: Evergreenhaven-v02.smf Playing all as Arm me against 2 AAI's No crash, no lock ups, no sync errors. Builds probally 80% level 1 units attacks ok and counter attacks ok. Not much in the way of base defences continues to stall out and stop building units ar...
- 19 Jan 2006, 03:43
- Forum: AI
- Topic: AAI 0.42 Airforce Bugfix release
- Replies: 65
- Views: 10414
2nd test
OK, See what you done LOL. Your Ai works better with AASpring13 and doesn't crash. I had no lockups, no sync errors and no Cpu hogging. Basicly attacked me same as before except more peepers peeping me more often. game ended to quuickly for me to tell you any more Same map as before me against 2 ai'...
- 18 Jan 2006, 10:36
- Forum: AI
- Topic: AAI 0.42 Airforce Bugfix release
- Replies: 65
- Views: 10414
Do i have too :)
Ok fine LOL Will do it
I hope my other test helped some any way

- 18 Jan 2006, 08:33
- Forum: AI
- Topic: AAI 0.42 Airforce Bugfix release
- Replies: 65
- Views: 10414
First test on this version
2 AAI running mod AASpring13S.sd7 on Map: Evergreenhaven-v02.smf against me all playing as Arm. Much improvement of last version :-) Great work! Heres what I observed: Game lasted just over 110 minutes, no lockups, no cpu hogging, no sync error of any kind so it is alot more stable. AI was not very ...
- 15 Jan 2006, 19:40
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 349762
QUOTE:start of each game I continually got delayed sync and no sync responces and made it unplayable. I got the errors at the start of each game. No attacking was going on ,no dguning, no bots stuck in factories, as I had none built. On each of the maps I was only able to build 2 solars and 2 mexes,...
- 15 Jan 2006, 04:41
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 349762
Testing
I am sorry to report that I Just tryed out your recent Ai verson using XTA mod on the following maps of Evergeenhaven, Foothills and Mars. From the start of each game I continually got delayed sync and no sync responces and made it unplayable.
- 13 Jan 2006, 21:03
- Forum: AI
- Topic: AAI 0.4 released
- Replies: 39
- Views: 6130
atm there isnt any economy management at all, aai just tries to build mexes or cheap power plants when running low on ressources. so there's no way to determine if its necessary to further expand. but this is probably the next thing on my todo list... I played your ai using AAspring13 on map Altore...
- 13 Jan 2006, 06:27
- Forum: AI
- Topic: AAI 0.4 released
- Replies: 39
- Views: 6130
- 06 Jan 2006, 00:11
- Forum: AI
- Topic: Testing Series. Final results.
- Replies: 12
- Views: 2110
+nowisee
Is their A cheat command for Spring like in Total Annilation simular to +nowisee, it would really help in watching exactly what an AI is building , doing ect.. and better help AI developers. If not can one simular be implemented 

OTAI 1.05 using XTA V0.66
I tryed again on 3 other maps OTAI by its self and with AAI playing XTA v.66 and it contiuned to give me sync errors and hog the CPU , but it doesent start this intill aprox 30 minutes into a game them it is unplayable.
Testing against OTAI 1.05
Tryed playing against OTAI 1.05 using XTA V0.66 on Map EvergreenhavenV02. The game consisted of me against 2 OTAI. I was impressed with the AI and it's attacking and defense till 35 minutes in to the game and i begain getting terrible lag and sync errors to myself. Pausing the game did not correct t...
I've ripped out cains class from the last version and replaced ti with krogothes class. In doing so NTAI scouts on all maps and places mexes much much better. I'll send you a test version fo you wish to see if ti works as good on that map as the ones I've tested on but NTAI is more of a skeleton no...
Recently played on evergreenhaven-02 playing mod AASpring13 Me againts 3 AAI's and the Ai did very well early in the game except for letting me excape and i rebuilt my army then i destroyed them. Same thing happened on other maps also. Starts out fast then slowly falls asleep :) Ai needs to scout be...
Aha, NTAI scouts by sending scouts to each mex spot in turn, an all metal map would confuse the hell outa it so ti probs never scouted out AAI otherwise it'd have realized. I'm workign on the probs, but it's ncie to know NTAI can play on AA. The last few times i tryed the newest verson NTAI on 3 di...
- 19 Dec 2005, 05:46
- Forum: AI
- Topic: Testing AAI
- Replies: 71
- Views: 11372
- 18 Dec 2005, 22:33
- Forum: AI
- Topic: Testing AAI
- Replies: 71
- Views: 11372
Testing AAI
I tryed the Ai using XTA 0663 on the map wideopencombat and it crashed
, Played it on painted desert and I am impressed as it kept me very busy, I can not wait till air support is added. after about 2 hours it even built annilitors, I am very impressed, keep up the great work!
