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by Triaxx2
15 Jun 2008, 14:17
Forum: AI
Topic: Lua <-> AI Solution n#1
Replies: 14
Views: 2817

Re: Lua <-> AI Solution n#1

As far as I've found, the best solution seems to be to write the AI in LUA.

That solution seems to be a direct conversion from C++/C# to LUA. It looks to me like it's more effort than would be required to straight convert to LUA.
by Triaxx2
28 Jan 2008, 12:53
Forum: AI
Topic: Triaxx2's AI (split from: Neutral Units)
Replies: 73
Views: 10243

Re: Triaxx2's AI (split from: Neutral Units)

Thanks, I've been puttering around in the attack codes.
by Triaxx2
24 Jan 2008, 12:24
Forum: AI
Topic: Triaxx2's AI (split from: Neutral Units)
Replies: 73
Views: 10243

Re: Triaxx2's AI (split from: Neutral Units)

I didn't? I know I'd mentioned it elsewhere, so I guess I assumed I had here.
by Triaxx2
24 Jan 2008, 02:34
Forum: AI
Topic: Triaxx2's AI (split from: Neutral Units)
Replies: 73
Views: 10243

Re: Triaxx2's AI (split from: Neutral Units)

Ask a joke question, get a joke answer. I also recall mentioning repeatedly that the last language I understood completely was BASIC. Everything else I have to look up. That's why I have C++ for Dummies. Anyone know the answer to my question? Or should I wait for someone who's done something AI rela...
by Triaxx2
24 Jan 2008, 01:19
Forum: AI
Topic: Triaxx2's AI (split from: Neutral Units)
Replies: 73
Views: 10243

Re: Triaxx2's AI (split from: Neutral Units)

*growl* Want to know something annoying? If the powersupply in your computer goes out while compiling, it has a likely one in a million chance of corrupting an entire folder? I lost Spring, which was easy to replace. The maps, yanked from an older version. Easy to replace. The AI, annoying to replac...
by Triaxx2
24 Jan 2008, 01:18
Forum: AI
Topic: ThreatValue Multipliers
Replies: 55
Views: 5715

Re: ThreatValue Multipliers

I know, it's easy to be cheerful when you know it's a long way off. Of course, I'd have to figure out how to do it first.

But it has to reach the teleporter first, right? Then the stupid thing is still going to be in range until it gets there.
by Triaxx2
23 Jan 2008, 14:10
Forum: AI
Topic: Triaxx2's AI (split from: Neutral Units)
Replies: 73
Views: 10243

Re: Triaxx2's AI (split from: Neutral Units)

Jonanin: Without checking my notes, I believe Float3 is to keep track of mobiles, float 2 keeps track of statics. aegis: No, but as a project is removed from the build que, the idle counter drops one. When it hits zero, the AI issues new orders. That way it doesn't have to check each time a unit fin...
by Triaxx2
23 Jan 2008, 02:10
Forum: AI
Topic: Triaxx2's AI (split from: Neutral Units)
Replies: 73
Views: 10243

Re: Triaxx2's AI (split from: Neutral Units)

:oops: My coding is to blame. I didn't close the placement subroutine properly in the file, and it was putting the down in the wrong order. I did say mostly from scratch, it's mainly re-writing for performance with the new version. Plus it's always good to start fresh once in a while. That way you c...
by Triaxx2
23 Jan 2008, 02:07
Forum: AI
Topic: ThreatValue Multipliers
Replies: 55
Views: 5715

Re: ThreatValue Multipliers

I see your point, but I'm building an AI for an RTS. Anything not an RTS is moot to the point. For the megalith unit, there are three factors. Offensive threat, speed/weapon damage. It might have high damage, but the low speed means it's not a threat offensively. Defensive threat, health/weapon dama...
by Triaxx2
22 Jan 2008, 12:39
Forum: AI
Topic: Triaxx2's AI (split from: Neutral Units)
Replies: 73
Views: 10243

Re: Triaxx2's AI (split from: Neutral Units)

I'm not afraid to admit I don't have anything currently. I have to rebuild mostly from scratch. The good news, the commander is building. The bad news, he keeps building Solar's where he should be putting mexxes. :lol: I'm open source, I just don't feel like letting my source hang out. I'm not makin...
by Triaxx2
22 Jan 2008, 12:33
Forum: AI
Topic: ThreatValue Multipliers
Replies: 55
Views: 5715

Re: ThreatValue Multipliers

Doesn't change. It still generates threat. Generally, it would treat it the same as the Annihilator, or the pop-up guns.
by Triaxx2
22 Jan 2008, 02:44
Forum: AI
Topic: ThreatValue Multipliers
Replies: 55
Views: 5715

Re: ThreatValue Multipliers

Resources like the Solar are treated differently than combat units. Combat units cause threat. Resource units only have value. I'm not sure about Jedi. The AI would simply build them because they increase threat level. If it had a hard code that they were leaders, thus having special abilities, it w...
by Triaxx2
22 Jan 2008, 02:37
Forum: AI
Topic: Triaxx2's AI (split from: Neutral Units)
Replies: 73
Views: 10243

Re: Triaxx2's AI (split from: Neutral Units)

Tobi: I guess it's my fault for not explaining myself. The source code for Spring has more than doubled in size from version 0.60, to 0.76.

Does it make sense now?

Argh: Yes, I know what you mean, I should have made sure I had all my ducks in a row first.
by Triaxx2
21 Jan 2008, 21:41
Forum: AI
Topic: Triaxx2's AI (split from: Neutral Units)
Replies: 73
Views: 10243

Re: Triaxx2's AI (split from: Neutral Units)

It's interesting to see that the source has doubled in size. Anyway, last time around, I was using the test script to run the AI. It's a bit of a round about, but then I didn't have to completely recompile the engine and all everytime I went to test. Don't worry, I don't blame you, I'd be pretty ske...
by Triaxx2
21 Jan 2008, 21:36
Forum: AI
Topic: ThreatValue Multipliers
Replies: 55
Views: 5715

Re: ThreatValue Multipliers

Like the artillery that only fires when not moving? No, I don't know how to reach in and decode that. It's not impossible, because programs can do it, such as Descriptor. But it's not viable because of performance issues.

I do catch your point though.
by Triaxx2
21 Jan 2008, 20:14
Forum: Game Development
Topic: TA:WD
Replies: 988
Views: 87961

Re: TA:WD

Good for you. At least you're somewhere safe. Anyway, I wanted to play it anyway, now, if only I can figure out how to install it so Spring detects it I'll be doing well.
by Triaxx2
21 Jan 2008, 20:06
Forum: AI
Topic: Triaxx2's AI (split from: Neutral Units)
Replies: 73
Views: 10243

Re: Triaxx2's AI (split from: Neutral Units)

It's the old modders trick of making the program think that what you have is something it normally has. That doesn't sound right. If you replace the ARMCOM with something, the fastest way to do it is to just name the unit ARMCOM, instead of changing all the names. Same thing. What I was asking, is h...
by Triaxx2
21 Jan 2008, 14:08
Forum: AI
Topic: ThreatValue Multipliers
Replies: 55
Views: 5715

Re: ThreatValue Multipliers

BOS trickery isn't particularly special. Damage modifiers are useful, but a unit that features them is still going to have a higher damage to health ratio than a unit without them. But yes, I can see where an AI would have some trouble with certain weapons from fibre, such as the turret cannon. But ...
by Triaxx2
21 Jan 2008, 13:03
Forum: AI
Topic: Triaxx2's AI (split from: Neutral Units)
Replies: 73
Views: 10243

Re: Triaxx2's AI (split from: Neutral Units)

Thanks, I didn't mean to drag it off topic.

Stupid Question: What do I alter to make it look at my AI? Right now I've got it thinking I'm using AAI.
by Triaxx2
20 Jan 2008, 23:27
Forum: Game Development
Topic: TA:WD
Replies: 988
Views: 87961

Re: TA:WD

GZ lives? Well, you know what I mean. I wondered where you got to after TAD went offline.

Glad to hear you're out there protecting us. I was looking for the mod to calibrate my AI with, and I think WD will do just perfectly.

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