Search found 355 matches
- 27 Jan 2010, 16:29
- Forum: AI
- Topic: not directly related
- Replies: 5
- Views: 1164
Re: not directly related
thanks for posting that, its a good article
- 07 Nov 2009, 11:36
- Forum: AI
- Topic: NTai Toolkit 0.3
- Replies: 142
- Views: 26387
Re: NTai Toolkit 0.3
what about generating something that looks a bit like the mod info site:-
http://modinfo.adune.nl/index.php?act=e ... &MOD=ba691
you could then put the options on each unit - might be a more intuitive way to lay it out
http://modinfo.adune.nl/index.php?act=e ... &MOD=ba691
you could then put the options on each unit - might be a more intuitive way to lay it out
- 06 Nov 2009, 13:40
- Forum: AI
- Topic: NTai Toolkit 0.3
- Replies: 142
- Views: 26387
Re: NTai Toolkit 0.3
I've used JSON for config files, that way you can basically code the AI and toolkit in objects and the config format looks after itself. You may find that easier if you are going to rewrite the toolkit...
- 24 Oct 2009, 22:01
- Forum: AI
- Topic: XAI v0.123 (Spring 0.80.5)
- Replies: 15
- Views: 2290
Re: XAI v0.123 (Spring 0.80.5)
is there anyway we could standardise the configs for AI's? Not got chance to look at this right now to figure out if that might even be possible but I would think if it can be done it could make config makers work alot more effective?
- 22 Oct 2009, 12:39
- Forum: AI
- Topic: AI's too hard
- Replies: 23
- Views: 3114
Re: AI's too hard
I'm really sorry to say this but you might try lerning2play... Ai's are all worse than any player you may encounter online... BaNa if you want to post snidey comments at beginners go do it somewhere else on the forum. Everyone has to learn somewhere. Can I suggest this thread is locked it's getting...
- 21 Oct 2009, 19:05
- Forum: AI
- Topic: AI's too hard
- Replies: 23
- Views: 3114
Re: AI's too hard
Make sure you're giving the right player the handicap. When I first tried that feature I put it on myself thinking it would make it easier for me, but after getting rocked quicker the higher I set it I realized the handicap goes on your opponents. The "handicap" gives whichever player who...
- 21 Oct 2009, 13:27
- Forum: AI
- Topic: Thank you to all (java AI interface)
- Replies: 6
- Views: 1096
Re: Thank you to all (java AI interface)
and there's me thinking somebody had commented the methods in the interface!
Might have to volunteer for that one as it would be useful...
Might have to volunteer for that one as it would be useful...
- 21 Oct 2009, 10:40
- Forum: AI
- Topic: Thank you to all (java AI interface)
- Replies: 6
- Views: 1096
Re: Thank you to all (java AI interface)
javadoc? - is this in the wiki?
- 21 Oct 2009, 10:39
- Forum: AI
- Topic: Multiple Java AI bots same game
- Replies: 10
- Views: 3939
Re: Multiple Java AI bots same game
works ok for me...
- 13 Oct 2009, 18:06
- Forum: AI
- Topic: AI's too hard
- Replies: 23
- Views: 3114
Re: AI's too hard
11 KAIK would be very easy to play against, none of them would ever have enough resources in the long run to make it a challenge. If you want a challenge from an AI change you can change the handicap in the script. The lobby only allows handicaps up to 100, the engine however doesn't seem to have a ...
- 13 Oct 2009, 10:33
- Forum: AI
- Topic: AI's too hard
- Replies: 23
- Views: 3114
Re: AI's too hard
What mod are you playing? It is possible to change the config for AAI to make it easier. If you let me know which mod you are playing I'll make a config for you that will give you an easier ride.
- 12 Oct 2009, 16:24
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 293468
Re: NTai XE9.9+ unstable - unreleased
ever heard of the phrase "under promise over achieve"?
In fairness if you get this released and its crash free it will be awesome.
In fairness if you get this released and its crash free it will be awesome.
- 11 Oct 2009, 12:12
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130117
Re: A new artificial intelligent opponent - E323AI
does this only occur in XTA and not BA? I've not looked at the code but just check that the configs and various directories match those for BA.
- 06 Oct 2009, 19:31
- Forum: AI
- Topic: AI rollcall
- Replies: 19
- Views: 2518
- 23 Sep 2009, 15:29
- Forum: AI
- Topic: CallLuaRules in Java AI
- Replies: 3
- Views: 966
CallLuaRules in Java AI
In BA there is an option to set advanced construction units to upgrade mexes. Is there anyway for a Java AI to set this option?
- 22 Sep 2009, 15:08
- Forum: AI
- Topic: Techtree from Spring - Balanced Annihilation 7.01
- Replies: 3
- Views: 2500
Re: Techtree from Spring - Balanced Annihilation 7.01
for human readable tech trees your best off with this:-
http://modinfo.adune.nl/index.php?act=e ... &MOD=ba691
http://modinfo.adune.nl/index.php?act=e ... &MOD=ba691
- 19 Sep 2009, 20:08
- Forum: AI
- Topic: A.I. behavior: Realism or Performance?
- Replies: 71
- Views: 7176
Re: A.I. behavior: Realism or Performance?
That would lead to a use of radar thatd be totally useless in a real game. ? In a real game radar jammers jam radar - the clue is in the name... I'm suggesting making a map hack AI behave more realistically by knowing when a unit is under cover of a radar jammer and not including those units in its...
- 18 Sep 2009, 11:10
- Forum: AI
- Topic: A.I. behavior: Realism or Performance?
- Replies: 71
- Views: 7176
Re: A.I. behavior: Realism or Performance?
You may just have something there IK. What about a level of map hack the can't see units under a radar jammer? That way the AI could be competitve but still allow the covert sides of the mods.
Obviously you could just code the ai to ignore anything under a radar jammer....
Obviously you could just code the ai to ignore anything under a radar jammer....
- 17 Sep 2009, 11:10
- Forum: AI
- Topic: AI Ladder, 0.5
- Replies: 336
- Views: 30532
Re: Idea for someone enterprising: create an AI ladder
There were two things that made my AI dull to play against. 1) I have tried to avoid using map hack as a response to the forum posts received on the topic. This is all very well but in a BA game a Heavy laser tower backed up by a couple of LLT's was enough to secure a choke point pretty successfully...
- 17 Sep 2009, 10:41
- Forum: AI
- Topic: AI Ladder, 0.5
- Replies: 336
- Views: 30532
Re: Idea for someone enterprising: create an AI ladder
I like this idea from AI playground point of view but as I just discovered just because an AI beats other AI's doesn't mean its fun to play against. I'm building an AI at the moment and have been testing it against KAI. It can win against KAI but when I played against it myself it was really boring....