Search found 73 matches
- 21 Jun 2007, 00:24
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
The new build works without hiccups. Solobuild and singlebuild seems improved, but not perfect. DJ: Build rules by Metal production is useful. But has some pitfalls that are important to realize, before applying: 1) If you use metal-P as rules for upgrading (to L2), the balance will change dramatica...
- 17 Jun 2007, 13:21
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
Tried NtaiLALE.rar in respect to factories. When solobuild=corstorm; and corlab=corstorm; The corstom will be produced by several factories in parallel. I├óÔé¼Ôäóve tested this with upto 30 factories running in parallel. Do factories use the build-placement-algorithm? (thread?):?:, If not then a ├óÔ...
- 17 Jun 2007, 02:03
- Forum: Engine
- Topic: How to search the source
- Replies: 22
- Views: 2911
- 17 Jun 2007, 01:37
- Forum: Engine
- Topic: How to search the source
- Replies: 22
- Views: 2911
- 17 Jun 2007, 01:20
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
Yep, assuming again that building->id is a static (the same) number for all corsolar├óÔé¼Ôäós being built. Your implementation is spot on :!: This would eb an ideal solution because threading isnt the only delay were this could occur, ti could occur while the units enroute to the construction site. ...
- 17 Jun 2007, 01:04
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
Ok I├óÔé¼Ôäóm going back to solution 1 for a moment. In the below I made two important assumptions: struct GetBuildPlacement { GetBuildPlacement(int unit,pos unitpos,unitdef UnitDef,int target,int spacing) : unit(unit){} void operator()() { boost::mutex::scoped_lock lock(io_mutex[target.id]); if ((...
- 17 Jun 2007, 00:53
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
OK I got the message, :| the problem is still due to multithreading (though I do not know what the ├óÔé¼┼ôEnd()├óÔé¼┬Ø statement does) So basically in the log: [09:28] < Frame: 17063 >CKeywordConstructionTask::Build() :: HeerMedVehYard [09:28] < Frame: 17063 >CKeywordConstructionTask::Build solobuil...
- 16 Jun 2007, 00:18
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
Well the new redownload, solved the ├óÔé¼┼ônot build anything but mex├óÔé¼┬Ø problem. And NTAI seems to be working as usual. BUT: This has had no impact on solobuild (and probably not on single build either) First: I had expected to se some: (when CORHP is solobuild) [00:19] < Frame: 597 >next task?...
- 15 Jun 2007, 23:11
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
OK The mux thing seems to work. But somehow the call from inside the functor to OkBuildSelection makes OkBuildSelection always return false for everything but mex├óÔé¼Ôäós ?? I├óÔé¼Ôäóv tested with this simple setup: [AI] { singlebuild=corlab,corck; solobuild=corhp; antistall=0; [NORMAL] { Corcom=co...
- 15 Jun 2007, 21:19
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
- 15 Jun 2007, 20:55
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
- 15 Jun 2007, 20:19
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
- 14 Jun 2007, 23:24
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
Thanks for the very elaborate answer, I just need to clear the question in red below, so I can surgest a solution. One thread for each search. 5 searches 5 threads and so on. CManufcturer is now simply a helper class that manages construction plans and so on. OK so I got the general concept of the t...
- 14 Jun 2007, 20:58
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
AF: Now that your room has cool a little, I├óÔé¼Ôäóm warming this thread with a possible solution to Solobuild and SingleBuild :-) But first I need to clear some assumptions and misconceptions about the flow during a UnitIdle call. I├óÔé¼Ôäóve tried to reconstruct the flow of Unitidle: CManifacture:...
- 12 Jun 2007, 10:12
- Forum: AI
- Topic: scout & transport in Ntai?
- Replies: 10
- Views: 1669
Re: scout & transport in Ntai?
1-the scout that was created in the game dont want to 'scout' at all.after it was built, it sit there doing nothing.i set them to 'roam' but still not moving. You can use the build tag b_scout to build a unit classified as a scout by NTAI. BUT There are no separate scout handling in NTAI, as: 1) NT...
- 11 Jun 2007, 19:39
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
I├óÔé¼Ôäóm going to troll you a little IK ;-) If you were a player against NTAI, and you realized that the game you currently are playing is going to be lost to NTAI. Would you feel that your ├óÔé¼┼ôentertainment├óÔé¼┬Ø time is well spent seeing NTAI take that last mex from you, or would you rather ...
- 09 Jun 2007, 00:05
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
- 08 Jun 2007, 23:37
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
Update to above post. Im mystified. Im running a new test, on a 16x16 map. This time the corca rebuild the first destroyed mex, after about 8 minuts. But the second mex, has yet to be rebuild. After 1› hour. Also I destroy a thirde mex, after 30 minuts, now after 50 minuts, and still no reaction ...
- 08 Jun 2007, 22:12
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535
- 08 Jun 2007, 22:09
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 352535