Search found 14 matches
- 02 May 2006, 00:41
- Forum: AI
- Topic: AAI 0.63 released (win + linux version included)
- Replies: 242
- Views: 41918
if aai wants to build a new building and there are no idle builders available, it will build more builders and/or order an assisting builder to do start the construction i know that aai's restrictive base management has some disadvantages, on the other hand i dont like ais that simply spread out ve...
- 01 May 2006, 02:39
- Forum: AI
- Topic: AAI 0.63 released (win + linux version included)
- Replies: 242
- Views: 41918
- 27 Apr 2006, 05:47
- Forum: AI
- Topic: AAI 0.63 released (win + linux version included)
- Replies: 242
- Views: 41918
Hey, just a few comments after playing with the latest version of the ai. Mainly I still feel that metal shortage is the main thing that holds aai back, its on a constant nano-stall for metal and usually builds energy production facilities over metal even when energy is plentiful an metal is low. Li...
- 01 Mar 2006, 23:19
- Forum: Help & Bugs
- Topic: When controlling a unit from first person
- Replies: 7
- Views: 1516
Actually I find the first person to be alot of fun, thats why the bugs is a shame since its difficult to do it now, and almost impossible in FF where it was the most fun (controlling a deathhand dreadnaught :wink: ). As you can see in the image i trained a iguana laser kbot for TLL to 3.86 exp, gain...
- 01 Mar 2006, 06:40
- Forum: Help & Bugs
- Topic: When controlling a unit from first person
- Replies: 7
- Views: 1516
When controlling a unit from first person
It seems now whenever you control a unit from first person, the targeting courser often goes off to the side of the screen, making it difficult to target or fire at anything even right in front of you or in the case of aircraft making it difficult to even fly staight since its forcing you in that di...
- 27 Feb 2006, 05:43
- Forum: Game Releases
- Topic: Final Frontier 1.18 (Website and first FF-map released)
- Replies: 534
- Views: 76797
- 26 Feb 2006, 07:45
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 351592
- 26 Feb 2006, 00:17
- Forum: AI
- Topic: AAI 0.55 - compatible with new spring version
- Replies: 133
- Views: 21710
Well i can finally install the new spring version ;) BTW i forgot to mention this earlier, but maybe can be worked on for next release? 1. I noticed for TLL mod, the aai builds mostly coyote scout buggies (called fast attack vehicle in the game, which could have created the confusion) and infantry k...
- 22 Feb 2006, 23:54
- Forum: AI
- Topic: AAI 0.51 bugfix release
- Replies: 42
- Views: 9775
I've been training up my version of AAI and it can play quite well now. But as a few others have pointed out it does does build its first factory fast enough in XTA. It will often never recover from this set back. 1) Build order. To fix this in a mod independant way I suggest, randomising the early...
- 22 Feb 2006, 03:42
- Forum: AI
- Topic: AAI 0.51 bugfix release
- Replies: 42
- Views: 9775
Well then that might be explained by the fact I ran it on altored divide, I guess I should try a bigger map such as comet catcher remake and see what happens when AAI has the time to get past the initial hurdles. (i've had problems with like every other ai) I havent recieved any logs from you or an...
- 20 Feb 2006, 23:58
- Forum: AI
- Topic: AAI 0.51 bugfix release
- Replies: 42
- Views: 9775
Hmm.. well I belive my learn and cache files have been carried over for a few versions now. Could it just be that I just need to clear the files and let the ai relearn from scratch? Anyways, out of curiosity I pitted the aai against the otai. Well the aai slaughtered the otai pretty quickly despite ...
- 20 Feb 2006, 21:45
- Forum: AI
- Topic: AAI 0.51 bugfix release
- Replies: 42
- Views: 9775
- 08 Feb 2006, 23:18
- Forum: Game Releases
- Topic: Final Frontier 1.18 (Website and first FF-map released)
- Replies: 534
- Views: 76797
Thanks for the replys :) And great to see that Savant himself gave you his blessing :D u mean a feature from teh mod suppose but i think that you should just make it repair slowly in space. u know engineers getting bored and fixing things etc. landing for repairs is silly IMO. But w/e it is your mod...
- 08 Feb 2006, 04:39
- Forum: Game Releases
- Topic: Final Frontier 1.18 (Website and first FF-map released)
- Replies: 534
- Views: 76797
Hi, wanted to add my 2 cents, I've followed FF since early days in OTA. I love what you guys have done with the spring port so far, keep it up! I also love the sounds and visuals that you added, and you guys have the ability to go forward in areas where Savant and Longbow were limited due to the OTA...