Search found 70 matches
- 27 Aug 2009, 02:10
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.601
My main focus since the last release had been overhauling the economy and expansion. My second, more intelligent military behavior. Economy Well.. to give the short explanation this will resolve a number of the issues that you mentions. The AI will have more units to throw around and become more agg...
- 15 Jun 2009, 04:03
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.601
just happened to be around today.. * I see in the source that there is an idle builders check every 60 seconds. Sometimes if a RAI commander is disrupted (attacked and his current construction destroyed) right after the start of the game he will stand around and literally do nothing, except for defe...
- 10 Feb 2009, 14:34
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.601
Either way, in the future, you will definitely see an increase in difficultly. For the last month I had shifted my efforts back improving the economy (last time I did any real work in this area was v0.35). The current system is just too wasteful with resources(building unneeded factories), waits too...
- 26 Jan 2009, 16:01
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.601
dev-c++ should work fine as well, you will run into the same problems regardless. The default project settings assume that the {spring source directory} and the {mingwlibs} directory are at the same location. If this is done correctly, the boost compile errors will all go away. To change it (If it i...
- 14 Dec 2008, 22:13
- Forum: AI
- Topic: How to modify or config AIs ?
- Replies: 6
- Views: 1733
Re: How to modify or config AIs ?
In AAI's case I recall that it is still crashing if the mod config isn't preset, it used to send a warning message while the commander sits there doing nothing. Generally you need to go to {Spring}\AI\AAI\cfg\mod\ copy&rename one of the configs to match the exact mod name in {Spring}\mod\
- 10 Nov 2008, 23:38
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.601
Or it may just be caused by building the dll with different compiler options set, different amounts of optimization and compression involved in the process. For all practical sense you can treat them as if they were the same.
- 31 Oct 2008, 22:26
- Forum: AI
- Topic: Is it possible to have AI take over Dropped players in multi
- Replies: 14
- Views: 2504
Re: Is it possible to have AI take over Dropped players in multi
With the default TASClient battle window, the option can be changed under the 'mod options' tab
- 29 Oct 2008, 17:24
- Forum: AI
- Topic: Is it possible to have AI take over Dropped players in multi
- Replies: 14
- Views: 2504
Re: Is it possible to have AI take over Dropped players in multi
Were you testing on BA, the mod has it's own option 'game end mode' that overrides the ordinary game server options. As I recall it was set to 'kill all commanders' by default.
Just to be clear, RAI currently does not issue self-d orders.
Just to be clear, RAI currently does not issue self-d orders.
- 28 Oct 2008, 21:31
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.601
The link works fine, I was trying to save myself the effort of created a new post by only updating the post's file. The first download link will only work with v0.77b5.
- 28 Oct 2008, 21:24
- Forum: AI
- Topic: how do I install AAI?
- Replies: 4
- Views: 1650
Re: how do I install AAI?
The link is fine, the post says v0.77b2 but the download file was updated after v0.77b5 was released
- 25 Oct 2008, 02:42
- Forum: AI
- Topic: Is it possible to have AI take over Dropped players in multi
- Replies: 14
- Views: 2504
- 24 Oct 2008, 17:07
- Forum: AI
- Topic: Is it possible to have AI take over Dropped players in multi
- Replies: 14
- Views: 2504
Re: Is it possible to have AI take over Dropped players in multi
I believe the give/take commands just use HandleEvent(AI_EVENT_UNITGIVEN & AI_EVENT_UNITCAPTURED) when AIs are involved (calling UnitCreated is unnecessary). RAI makes no assumptions about what types of units it starts with or how many it receives, the only bug, I know of, that would occur under...
- 24 Oct 2008, 15:15
- Forum: AI
- Topic: Crash when shutting down game - AI Interface changed?
- Replies: 1
- Views: 911
Re: Crash when shutting down game - AI Interface changed?
I was under the impression that the callback never worked in the destructor... It was causing a crash for me several versions back when I was testing something.
- 10 Oct 2008, 04:47
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.601
The links are updated:
http://spring.clan-sy.com/phpbb/viewtop ... =15&t=7924
http://spring.clan-sy.com/phpbb/viewtop ... =15&t=7924
- 06 Oct 2008, 23:27
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.600
There was a mention of how to fix this on the wiki page: http://spring.clan-sy.com/wiki/AI:RAI basically it just states to replace <direct.h> with <sys/stat.h>, and add the parameter ( S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH ) to the mkdir() calls. As far as I could tell, this function doesn't have a ...
- 30 Sep 2008, 03:23
- Forum: Engine
- Topic: Detecting Amphibious Units
- Replies: 4
- Views: 893
Re: Detecting Amphibious Units
for mobile units unitdef->movedata should have a non-zero value, the unitdef->movedata->depth field seems to be more accurate than unitdef->maxWaterDepth
- 05 Aug 2008, 06:05
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.600
There was actual a very simple workaround to detecting FF's style of factories, so it looks like it will be unaffected by the new code. As of yet I am not planning on releasing a patched version but if anything else needs to be fixed then this change will be included, otherwise it will be in the nex...
- 04 Aug 2008, 09:43
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.600
waterdamage is detected but it isn't used for the particular maps Umrug has mentioned, Ooooweeee is a map were the water represents a cloud-line. The issues of FF did come to mind and I know it will be adversely affected, a little. But while the problem in FF could easily be fixed by using canFly in...
- 04 Aug 2008, 03:02
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.600
Ooooweeee seems to work off of the VoidWater map property, though I'm not sure about your copy of Lava Reef either it did the same or simply wasn't using the waterdamage property and didn't have harmful lava? The issue gets complicated. There seems to be some inconsistency between how modders, mappe...
- 27 Jul 2008, 02:19
- Forum: AI
- Topic: RAI v0.601
- Replies: 260
- Views: 81235
Re: RAI v0.600
It depends a lot on the map & mod. It may not use boats until constructors are wandering close enough to the shore and may not build certain types of units until it has enough resources.