Search

Search found 822 matches

by submarine
27 Oct 2020, 19:28
Forum: AI
Topic: AAI under development again :)
Replies: 17
Views: 1134

Re: AAI under development again :)

Thank your very much for merging, abma!

What is your preference in the future? Regular smaller PRs every few commits?
(in my professional life as as SW development consultant my hair would stand on end if someone raised such huge PRs :D )
by submarine
26 Oct 2020, 21:51
Forum: AI
Topic: AAI under development again :)
Replies: 17
Views: 1134

Re: AAI under development again :)

@Abma: I finally created a (huge) PR :) Next time, I will not wait that long. @IceXuick: I checked the page but have not found time to try BAR yet. From what I have seen AAI should work with BAR, too. A proper config file (I assume BAR no longer uses the internal unit names from TA/BA) would be requ...
by submarine
22 Oct 2020, 21:18
Forum: AI
Topic: AAI under development again :)
Replies: 17
Views: 1134

Re: AAI under development again :)

Thanks for the nice words ;) I test AAI with BA10.24. I figured out that detection of Metal Makers is currently broken; apart from that it runs very well (i.e. stable). Is BAR very much different to BA or is it just visual/balance changes? Can you build AIs yourself? You could check out my fork (lin...
by submarine
21 Oct 2020, 21:57
Forum: AI
Topic: AAI under development again :)
Replies: 17
Views: 1134

Re: AAI under development again :)

Even though I still have many ideas for improvements I think AAI is now in a state where it can be used again.

@Abma: is there anything I should consider before raising a PR? How is the AI version increased?
by submarine
17 Sep 2020, 20:20
Forum: Engine
Topic: AI Interface: GetLosMap() might be broken (or wrong usage?)
Replies: 4
Views: 154

Re: AI Interface: GetLosMap() might be broken (or wrong usage?)

It is bugged: one-time function, i see no way to reset empty state of internal temporary holder. Luckily you can write and execute similar code to what's inside brackets. ... You can find and save for the future true callback struct during init event in AIExport.cpp; ex. :lol: When I was checking t...
by submarine
16 Sep 2020, 22:14
Forum: Engine
Topic: AI Interface: GetLosMap() might be broken (or wrong usage?)
Replies: 4
Views: 154

AI Interface: GetLosMap() might be broken (or wrong usage?)

Hello, I have been debugging the partially broken attacking behaviour of AAI and it seems that the LOS map it gets via const unsigned short* GetLosMap(); contains only zeroes. Am I using it wrong? From the documentation in the header I took that values != 0u indicate that the AI currently has sight ...
by submarine
01 Sep 2020, 16:17
Forum: Engine
Topic: What command must be given to cloak units? (for AI players)
Replies: 7
Views: 268

Re: What command must be given to cloak units? (for AI players)

Any good idea how a generic solution could look like? I do not want to hardcode a cloak command ID only valid for BA/BAR.

I could add the exact id to the mod configuration file of AAI and read it at startup.
by submarine
31 Aug 2020, 21:11
Forum: Engine
Topic: What command must be given to cloak units? (for AI players)
Replies: 7
Views: 268

Re: What command must be given to cloak units? (for AI players)

Thank you very much! I was using balanced_annihilation-v10.24 and in fact, replacing CMD_CLOAK with 37382 solved the problem. This also explains why the code used to work years ago when I initially wrote it. Out of interest: Why do mods overwrite game internal behavior like command IDs? Would the Ne...
by submarine
30 Aug 2020, 21:40
Forum: Engine
Topic: What command must be given to cloak units? (for AI players)
Replies: 7
Views: 268

What command must be given to cloak units? (for AI players)

For some reason, I cannot get AAI to cloak units. Browsing spring source I found the following line in AIScommands.cpp: *c = Command(CMD_CLOAK, cmd->options, cmd->cloak ? 1 : 0); Thus, I concluded issuing the following command would cloak a unit. Command c(CMD_CLOAK, 0u, 1); Nothing is happening tho...
by submarine
30 Aug 2020, 21:05
Forum: AI
Topic: AI for tech annihilation.
Replies: 3
Views: 1415

Re: AI for tech annihilation.

Morphing units into other units is currently not supported by AAI and would require major internal changes. It is currently not on my urgent todo list.

If the morphed units are only "nice to have" it might still be playable.
by submarine
25 Aug 2020, 22:34
Forum: AI
Topic: AAI under development again :)
Replies: 17
Views: 1134

Re: AAI under development again :)

Just a short update: After weeks of refactoring and > 100 commits I feel that things are moving in the right direction :) I fixed many smaller and a few more severe bugs in the process. I finished a major rework/refactoring of the Unit Selection/Buildtree (the criteria which are used to select units...
by submarine
28 Jun 2020, 09:46
Forum: Engine
Topic: Detection of Metal Makers
Replies: 4
Views: 430

Detection of Metal Makers

Hello together, within AAI I used to check the "metalMake" parameter of the UnitDefinition. At least with BA 10.24, this is not working anymore as the value is 0. I could not find any other hint whether a unit converts energy to metal. Does somebody know how this is handled? Currently, metal makers ...
by submarine
24 Jun 2020, 21:37
Forum: AI
Topic: AAI under development again :)
Replies: 17
Views: 1134

Re: AAI under development again :)

yes, for sure! please don't get frightened, AAI was removed from the official spring repository some time ago because it was unmaintained, but that seems to be solved soon, so when you create the pull request, i'll try to readd it. Don't worry, as it was crashing as soon as the AI finished its firs...
by submarine
21 Jun 2020, 19:16
Forum: AI
Topic: AI for tech annihilation.
Replies: 3
Views: 1415

Re: AI for tech annihilation.

I have never played Tech Annihilation - from the name I suspect it features a TA-like game style? If yes you could try the new version of AAI I will hopefully have ready in the next few weeks (or build it yourself from "my" fork)
by submarine
21 Jun 2020, 19:14
Forum: Engine
Topic: Dynamic water - hovers floating
Replies: 7
Views: 1764

Re: Dynamic water - hovers floating

Wow, this is a really cool feature. Any chance to see this in a hopefully not too far away next release of Spring engine?
by submarine
21 Jun 2020, 19:12
Forum: AI
Topic: AAI under development again :)
Replies: 17
Views: 1134

Re: AAI under development again :)

Cool, that's great to hear that Spring44 is still being worked on. As a human player I really liked the unique game mechanics (though I was really bad...) However, for an AI designed to play TA-like games S44 is very hard. My guess would be that it is easier to write an S44 specific AI from scratch....
by submarine
20 Jun 2020, 13:55
Forum: AI
Topic: AAI under development again :)
Replies: 17
Views: 1134

AAI under development again :)

Hello together, it has been quite a while since my last post/sign of life and I assume most of the people from 10 years ago are no longer active as well. Over 10 years ago, I wrote the AAI bot ("A" for the lack of creativity as my first name is Alexander and "three letter AI" names were quite popula...
by submarine
16 Dec 2014, 22:28
Forum: Spring: 1944
Topic: AI does not finish buildings
Replies: 6
Views: 3998

Re: AI does not finish buildings

Cool, thx! The AI player is finishing buildings again ;)

It seems that Soviet AI Players build units/buildings but do not use them to capture flags/attack (US worked fine though) - is this a known issue?

Edit: Soviet worked on different map (MoroRiver)
by submarine
11 Dec 2014, 21:22
Forum: Spring: 1944
Topic: AI does not finish buildings
Replies: 6
Views: 3998

Re: AI does not finish buildings

Indeed - Finishing my studies, PhD and first year of industry work took its toll...

Spring1944 is looking really nice! Is this problem easy to fix (e.g. by just editing a line in a LUA script)? The technical concept behind the S44 AI seems to be quite different to the "old" AIs from my days ;)
by submarine
10 Dec 2014, 22:20
Forum: Spring: 1944
Topic: AI does not finish buildings
Replies: 6
Views: 3998

AI does not finish buildings

I just tried out a recent test version (dev-test 3573) and it seems that the AI players never finish the construction of any building because the builders are given new build orders. Is this a known bug? Did I do anything wrong?

Go to advanced search

cron