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by Error323
17 Nov 2009, 12:09
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.13.1 - High Templar

1: for some unknown reason i get crashes a lot in the late-mid/late game with the AI now. I cant point out any reason for this :( If you want i can send the infolog, however, i dont think it is very helpfull. 2: sometimes remains of attackgroups become idle after they have eliminated a player. The ...
by Error323
16 Nov 2009, 13:51
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.13.1 - High Templar

jeykey wrote:will there be a 32bit version for linux soon?
I'll see if I can get someone to compile it :}
by Error323
16 Nov 2009, 13:50
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.13.1 - High Templar

slogic wrote:Yesterday i played in company with AAI against E232AI for too long. When i killed the last (i am not sure) E232AI unit the game crashed. I used not the latest version of AI but may be it will help anyway.
Always usefull slogic, thanks!
by Error323
16 Nov 2009, 13:50
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.13.1 - High Templar

fantastic competitive performance now, best now since KAI@EE the ability to config the AI to start vehicles on certain maps (ie, comet) would be very helpful. Uhm, it already goes vehicle on comet? But I'll make an override in the configuration. It would perform better VS humans if it built more li...
by Error323
16 Nov 2009, 00:55
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.13.1 - High Templar

E323AI v3.13.1 - High Templar Changelog: Group merging Generation of config files on new mod Config updates in BA and XTA Epic target selection More defensive on close units Removed state debuggin info Auto vehicle/kbot selection Commander walking reduced (thx for pointing out) No watermaps support...
by Error323
15 Nov 2009, 17:10
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.10.1 - High Templar

Aha, ok this mod is just too different. The AI doesn't crash and the description reads its supported for BA/XTA only. I'm affraid I can't do much more for you.
by Error323
15 Nov 2009, 13:07
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.10.1 - High Templar

Just tried the E323AI from installer in Kernel Panic : It started building an installer but immediatly put it on wait, then waited for death. I don't particularly need E323AI to be working with KP, but if not too much work, would be nice, if only not to ruin the games of n00b who'd unknownling pick...
by Error323
13 Nov 2009, 23:40
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.10.1 - High Templar

E323AI v3.10.1 - High Templar Changelog: Don't scan cloaked units Don't build lots of workers on full metal buffer Don't reclaim wreckages on full metal buffer Build all land factories (eventually) Determine groupsize on strength and minimal groupsize SIGSEGV fix, I think this was the last one No w...
by Error323
13 Nov 2009, 14:44
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.8.2 - High Templar

About the config, copy the BA704-config.cfg to {ModnameWithoutExtension}-config.cfg and start the AI again, it should generate a categorization file. I'll improve usability of creating those files as this is far from intuitive.
by Error323
13 Nov 2009, 14:05
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.8.2 - High Templar

wow this is brilliant now it makes defenses- beats other AIs into the floor no problem. the main behavior holding back its performance in BA is that it keeps pulling its commander off lab-assisting to build wind-gens and metal makers. really, once the commander starts assisting, it should stay assi...
by Error323
13 Nov 2009, 13:54
Forum: AI
Topic: Off-topic: Starcraft AI competition
Replies: 4
Views: 927

Re: Off-topic: Starcraft AI competition

Interesting! I might enter :D

A day needs 48 hours :(
by Error323
13 Nov 2009, 02:24
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.8.2 - High Templar

-Metal maps appear to make the game crash at start (metal heck, speedmetal, speed ball) I have no crash but most units don't move because these maps contain water. But there is one strange thing. On Speed Ball 10x10 AI does not build metal makers. On Speed Metal it is more clever. It hates speedmet...
by Error323
13 Nov 2009, 02:22
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.8.2 - High Templar

Hey slogic, thanks for your feedback: AI has problems with invisible metal makers. It refuses to switch a task & waits MM becomes visible forever. Indeed, I saw it and fixed it now Sometimes units short in wrong position. I noticed this before with Rocko's. Don't know if it is engine or AI issue. Hm...
by Error323
12 Nov 2009, 20:51
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.8.2 - High Templar

E323AI v3.8.2 - High Templar Changelog: Wreckage reclaiming Pathfinder improvements (no more wait commands) Defense fix Better enemy micro Metal Maker usage improvement No watermaps support yet E323AI SO/DLL: E323AI-HighTemplar E323AI SRC: E323AI@github If you guys don't find any weird crashes, Hoi...
by Error323
09 Nov 2009, 21:32
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.4.1 - High Templar

E323AI v3.4.1 - High Templar
Changelog:
  • Much better target selection
  • Massive cpu load optimizations in large games
  • Config update
  • No watermaps support yet
E323AI SO/DLL: E323AI-HighTemplar
E323AI SRC: E323AI@github
by Error323
09 Nov 2009, 14:19
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.3.0 - High Templar

Here is a config which wins of KAIK on atleast the following maps:
  • Small Divide
  • Barren
  • Comet Catcher Redux
  • DeltaSiegeDry
Check the difference and try it out if you want to.
by Error323
09 Nov 2009, 14:15
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.3.0 - High Templar

Tried 3.3.0, BA 7.04, usual land maps First - no signs of any performance issue at all. Played long game on big maps, with 100+ units - all went smooth and didn't crash. This outweighs everything I say below :) Good!!! Some issues: - minor - commander is idle for about 9 seconds on the game start (...
by Error323
09 Nov 2009, 14:08
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.3.0 - High Templar

May i suggest building T2 lab in parallel with two defenses around (or move there any groups of units to guard building site) it because AI always decides to build it too far away from native base, so there is a 50/50 chance it will lost it later without getting any profit? I'll try to fix this, bu...
by Error323
08 Nov 2009, 23:49
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.3.0 - High Templar

E323AI v3.3.0 - High Templar Changelog: Vehicle support More metal makers, less energy storages Less defense, no more AA defense Higher lateral dispersion for T3 units in groups Config update SIGSEGV fix No watermaps support yet E323AI SO/DLL: E323AI-HighTemplar E323AI SRC: E323AI@github Note that ...
by Error323
08 Nov 2009, 20:04
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 76123

Re: Skirmish AI: E323AI v3.0.2 - High Templar

Heh cool, I know for a fact it can beat two KAIKS already. Just increase the minimal amount of scouts for each state within the config file and their economy will be raped hard.

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