Search

Search found 103 matches

by QMan
13 Mar 2007, 21:25
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

Ok, I'll look into E&E.
by QMan
11 Mar 2007, 02:29
Forum: AI
Topic: Getting access to sharedialog?
Replies: 1
Views: 790

Getting access to sharedialog?

Is there any current way for AIs to get access to the sharedialog, either through text commands or through the give orders interface?

-QMan
by QMan
09 Mar 2007, 23:31
Forum: AI
Topic: Getting access to start locations?
Replies: 6
Views: 1319

I found the CSunParser class in KAI & OTAI, who wrote that piece of code?

-QMan
by QMan
09 Mar 2007, 22:54
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

2.45 is up. Fixed up the infinite loop bugs (hopefully).
by QMan
09 Mar 2007, 22:45
Forum: AI
Topic: Getting access to start locations?
Replies: 6
Views: 1319

Cool, thanks!

-QMan
by QMan
09 Mar 2007, 20:21
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

Yeah, found an infinite loop bug last night after a bit more testing. I think I got it and will release a hotfix soon.
by QMan
09 Mar 2007, 04:20
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

Thats a good idea. I'll have to look into it.
by QMan
09 Mar 2007, 04:19
Forum: AI
Topic: Getting access to start locations?
Replies: 6
Views: 1319

Getting access to start locations?

Anyone know if there is there any way to access the start locations on the map or even the number of players in the game?

-QMan
by QMan
09 Mar 2007, 03:54
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

2.44 is up! Lots of bugfixes and balancing issues. V2.44 -Fixed AI being overdefensive -Fixed AI building too many metal makers -Fixed AI building too many transports -Fixed AI not invading properly -Fixed defender units not defending (sitting around) -Fixed issue with building incorrect economy bui...
by QMan
02 Mar 2007, 01:00
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 360726

AF, on the building placement issue, this may help. For my AI I used the AICallback's CanBuildAt command to detect slope placement problems, and if it returned true, then I fed the resulting location to my building placement algorithm. I made my own CanBuildAt and ClosestBuildSite that check buildin...
by QMan
01 Mar 2007, 23:52
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

1) It groups all its defensive structures together in one place, doesn't seem to consider building them anywhere else. The overall strategy of the AI seems to be quite defensive but it doesn't build any defences to protect key areas. Perhaps it could prioritise where to place its defences by the re...
by QMan
01 Mar 2007, 01:04
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

Version 2.42 up! Changelog: V2.42 -Fixed bug with unit learning and multiple QAIs -Added build queue to later finish selected buildings -Fixed bug with sweepers going after targets long gone or still under construction -AI should no longer build giant guns & nuke launchers that it doesn't use -A...
by QMan
28 Feb 2007, 18:22
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

Ooh, capturing! I forgot all about that command. Thanks for the fix!
by QMan
28 Feb 2007, 03:11
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

submarine wrote:- qai may destroy its entire base when com tries to dgun nearby moving enemies (i dont think its easy to solve though)
Yeah, I gave up on this for now and disabled DGUNning enemies, preferring the com to just run away.

-QMan
by QMan
27 Feb 2007, 06:49
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

Updated to 2.41 Changelog: V2.41 -Fixed support for air only mods -Air units can build stuff again -Air construction units should no longer be used as scouts -Fixed detecting units as being underwater units -Air repair pads should no longer be used as energy plants -Multiple factories should no long...
by QMan
26 Feb 2007, 20:32
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

New version up (2.4)! Major features: -Completely rewrote unit experience gain system (recommended, but not required, to delete the *.learn files in the EfficiencyLearning directory) -New unit selection algorithm --Sweepers for anti-unit support --Skirmishers to take out unprotected economy --Invade...
by QMan
24 Feb 2007, 20:52
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

interesting, GCC and MSVC must handle something different. Here's a fix: Replace this (UnitManager.cpp @ line 660) if ( ( engineCall->GetCurrentUnitCommands( *i )->size() == 0 ) && !( engineCall->UnitBeingBuilt( *i ) ) ) with this: if (!( engineCall->UnitBeingBuilt( *i ) ) ) if ( engineCall-...
by QMan
24 Feb 2007, 06:44
Forum: AI
Topic: QAI! V2.45! New (03/09/2007)
Replies: 97
Views: 21099

Woo! 2.3 has finally arrived!

Lots of fixed bugs!
Enhanced Nano Tower Support!
Hub Support!
Constructors will be built again! ;)

-QMan
by QMan
22 Feb 2007, 10:30
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 177142

Ok, got a new problem. I got spring compiled and working just fine, but when compiling my AI in VC++, I get wrong AI DLL error messages. I tracked this down to different sizes of some standard classes (string, vector, etc). Any ideas why the same copy of VC++ would produce different results for size...
by QMan
22 Feb 2007, 07:22
Forum: Engine
Topic: Compiling spring (mingw and visual studio 7/8)
Replies: 581
Views: 177142

One more problem. During linkage, it complains about a missing "def_generated.def" file in the GlobalAICInterface folder. Any ideas on this? So I figured out I had to compile the GlobalAIInterfaces C# project and run the generate.bat batch file to fix this. Now I get errors about a bad li...

Go to advanced search