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by Error323
26 Feb 2010, 13:41
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI 3.18.0

Ehm what?
by Error323
23 Feb 2010, 14:01
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI 3.18.0

That is correct and 3.18.1 is located in the springinstaller :)
by Error323
20 Feb 2010, 17:45
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI 3.18.0

E323AI v3.18.0 - High Templar Changelog: categorization file is generated now along with config file on new mod faster loading on speed metal maps intelligently enabling of hovercraft (on maps with 20% of water) much better economy handling on non-metal maps scout groups became stronger, merge fast...
by Error323
14 Feb 2010, 14:48
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI 3.17.0

In the (nearby) future, I think AI will require the largest slice of the cpus/gpus.
by Error323
13 Feb 2010, 11:59
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI 3.17.0

To everyone, Just after the release of E323AI 3.17.0, BA came out with a new version of itself namely 7.11. Now, the problem is that the AI will generate a new configfile for BA7.11. This configfile will be screwed, as its just a guideline to be finetuned by players, therefore it will create a lot o...
by Error323
08 Feb 2010, 16:45
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI 3.17.0

Yes please. I'll see if I can reduce them, lots of information lines on Idle units I bet.
by Error323
08 Feb 2010, 15:01
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI 3.17.0

Can you give me the log of E323AI aswell? This is too little information to conclude anything.
by Error323
07 Feb 2010, 22:10
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI v3.17.0 - High Templar

E323AI v3.17.0 - High Templar Changelog: fixed zero sized cache files under Windows more stable on loading graph cache data compatible with /aikill and /aicontrol commands fixed a crash when unit was given to AI graph calculation correction comm sharing support other minor fixes E323AI SO/DLL: High...
by Error323
06 Feb 2010, 01:17
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI v3.16.0 - High Templar

Take a good look at the logfile see if everything is parsed correctly, search for "(EE)". Or perhaps upload the logfile here so others may be able to help.
by Error323
05 Feb 2010, 22:53
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI v3.16.0 - High Templar

Hi Scosu,

The threading is actually disabled currently, so I will remove its dependency completely anyway :). If you are using git, just fetch latest this weekend.
by Error323
05 Feb 2010, 20:37
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI v3.16.0 - High Templar

Hey ivory, The foremost reason that it won't work with SWTA 1.0 (or any other mod that is not XTA/BA) is because I never tested that, nor have plans to do so. I have a choice within this system, create an AI that supports all mods and is moderate in every, or create an AI that works really well in a...
by Error323
03 Feb 2010, 11:23
Forum: Spring Clans
Topic: [SIN] Clan
Replies: 7
Views: 2133

Re: [SIN] Clan

Die bitches, MOOOOOOOOOOOOOOH xD
by Error323
02 Feb 2010, 16:36
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI v3.16.0 - High Templar

E323AI v3.16.0 - High Templar Changelog: Graph caching, much faster loading times Hoover support for BA (XTA needs new categorization - anyone?) BOTA support Failing more gracefully Bugfixes & Cleanups E323AI SO/DLL: E323AI-HighTemplar E323AI SRC: E323AI@github Special thanks to Hoijui and Koshi fo...
by Error323
30 Jan 2010, 12:18
Forum: AI
Topic: KAIK 0.13 Unofficial (Spring 0.80.5*)
Replies: 322
Views: 46278

Re: KAIK 0.13 Unofficial (Spring 0.80.5*)

Hey Slogic,

This paper on git gave me a better understanding of the mechanics (and thus its use). Give it a try and understand why its so epic!
by Error323
27 Jan 2010, 12:03
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI v3.14.5 - High Templar

Graphcaching for faster load times. The graph construction takes quite long on some computersystems.
by Error323
26 Jan 2010, 19:35
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI v3.14.5 - High Templar

Thanks Slogic. Though, as you are practically providing the fixes why not clone the project and push the fixes so i can merge them into the main git repo? I know I asked you this before, but its soo much easier really.

Just sayin :-)
by Error323
26 Jan 2010, 18:04
Forum: AI
Topic: Multiple Java AI bots same game
Replies: 10
Views: 2990

Re: Multiple Java AI bots same game

... in short: in case you want your AI to be used by players, instead of just using it as a research playground, keep in mind: your AI will always be just a small part of a big thing. a single AI should not ever be using a lot of CPU directly, and therefore, if you really need threading, you are al...
by Error323
25 Jan 2010, 00:46
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI v3.14.5 - High Templar

Performed a silent update that fixes some memleaks, has a max of 6 assisting workers at a lab and updated XTA config file. Its overall performance is much better now.

Have Fun!

- Error
by Error323
24 Jan 2010, 12:45
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI v3.14.5 - High Templar

Yes I'll see what I can do about caching the map-graph, though it will probably take more then two hours hehe. Still it will be worth it.
by Error323
24 Jan 2010, 00:13
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 81405

Re: Skirmish AI: E323AI v3.14.5 - High Templar

Ugh, beyond the loop it, of course, does become 3. However, because of the if statement at line 234 it still won't reach path->size()-1. That is, the crash you have shown in your screenshot has not occured here, ever! But i'll fix it anyhow.

So thanks :) and sorry, you were right and I am an idiot.

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