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by DoW
28 Jun 2006, 02:29
Forum: AI
Topic: KAI v0.11
Replies: 171
Views: 35228

Bout the only thing Ive noticed is a tendency to stall in late game and not use the factories, but Im not sure why. Ill make it a point to figure it out tonight.
by DoW
26 Jun 2006, 07:01
Forum: Game Releases
Topic: Absolute Annihilation 2.11
Replies: 3529
Views: 364717

Not sure, but for some reason when a unit is set to patrol and is reclaiming or helping build, when that action is completed and there is nothing more for it to do, it will sit there and the start/stop movement sound will play (I dont believe the model actually shows it moving, it just sounds like i...
by DoW
25 Jun 2006, 23:12
Forum: AI
Topic: KAI v0.11
Replies: 171
Views: 35228

Trying to track down a wied multiplayer crash on plains and passes (in single player, it works, but I get "no Sync response" messages, in multi, it crashes back to desktop).
by DoW
20 Jun 2006, 15:48
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 351695

Thanks AF
by DoW
20 Jun 2006, 15:43
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 351695

Anyway I could put this in a file and have it called on map loading, or will I have to enter it manually?
by DoW
20 Jun 2006, 15:30
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 351695

Thanks for the answer AF. Since .aicheat doenst seem to work in network games... is there anyway I can script some .give commands so it automatically get some units at start?
by DoW
20 Jun 2006, 04:28
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 351695

This is probably a silly question, but in a game, say 3 people playing, who has to type .aicheat for the AI to cheat, the person hosting the game or the person running the bot. I cant tell if its cheating in games or not since it doenst echo its cheating status.
by DoW
19 Jun 2006, 00:21
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 351695

Just noticed this, but the AI doesnt seem to echo whether its cheating. So when you type .cheat and .aicheat, it doent say 'Ai cheating enabled'.

Might be a symptom of a lot of units, but last game I played became unplayable around the 40 minute mark due to CPU usage
by DoW
18 Jun 2006, 20:26
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 351695

Not sure if this is a problem, but still getting these errors in the logs (the ai still seems to work): [00:00] <0 Frames> error :: a value :: B_MEX :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_...
by DoW
17 Jun 2006, 20:03
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 351695

I also crash every time, with the same at the end of the logs. There are of course, other errors: [00:00] error :: a value :: B_SCOUT :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX . . . [02:2...
by DoW
17 Jun 2006, 18:21
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 351695

Thanks, it complains about fewer dll's now. Unfortunately, still complains about mmAiv2 and unitdef dlls.
by DoW
17 Jun 2006, 03:05
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 351695

For me, the new RC just makes spring vomit a bunch of 'incorrect ai dll' messages (this is in .72b1). Ill post more tommorow, as there is partying to be done.
by DoW
08 Jun 2006, 00:52
Forum: AI
Topic: AAI 0.63 released (win + linux version included)
Replies: 242
Views: 41942

To be truthful, I think the AI overvalues metal to a fault. Ie, I watched the AI play itself, and both had more than enough metal, but they were always short on energy. In fact, 2 hours into the game, the AI's had about 64K metal in reserve, but were only producing about 1K energy, and had no energy...
by DoW
07 Jun 2006, 05:11
Forum: AI
Topic: AAI 0.63 released (win + linux version included)
Replies: 242
Views: 41942

Improvements?

I have an question about the AI
Why does it not build Aircraft all that much, and never builds fusions?
(and is there any way I can edit the learn file or something to change the weights?)
by DoW
06 Jun 2006, 23:53
Forum: AI
Topic: AAI configuration question
Replies: 9
Views: 1417

Handcap of X = 100 +x% to res generation, so a handicap of 100 would give overall 2x res generation. I think
by DoW
06 Jun 2006, 05:24
Forum: AI
Topic: AAI configuration question
Replies: 9
Views: 1417

Interesting, how would recommend editing the start file, and for that matter, what is the start file?
by DoW
05 Jun 2006, 00:40
Forum: AI
Topic: AAI 0.63 released (win + linux version included)
Replies: 242
Views: 41942

Just an idea about the people reporting crashes after a while: Im going to try lowering the max units in the cfg file to 500 (the units we play with). could be the AI trying to build more units than allowed. maybe...


EDIT
Nope: makes the game go boom pretty quickly.
by DoW
04 Jun 2006, 23:37
Forum: AI
Topic: AAI configuration question
Replies: 9
Views: 1417

AAI configuration question

New to this board, so hopefully someone will be kind and answer my question (or tell me I'm stupid). Can anyone suggest changes that can be made to the AAI configuration files to make the AI more difficult, etc. Cheating is okay, etc (though I don't think this can be done in the config files). Basic...

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