I'll take a look at it.
The only GroupAIs I use are the metal maker one and that scouting one I made.
Search found 174 matches
- 27 Jan 2006, 21:32
- Forum: AI
- Topic: First custom GroupAI replay!
- Replies: 18
- Views: 2436
The reason for using directives instead of inline functions is that with inline functions the code to write the logging is still compiled and when the function is called, it has to check to see whether the logging flag is enabled or not every time it comes up, costing a few CPU cycles. Not really a ...
I've just released OTAI 1.07, so that's ready for some tourneying, too.
I've got a couple of demos on the link where it can be downloaded with KAI in there, too. Right here.
I've got a couple of demos on the link where it can be downloaded with KAI in there, too. Right here.
- 27 Jan 2006, 21:21
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22912
New version of OTAI! 1.07! Get it from the link in the first post. Get the MSI to make installing a little simpler. Get the demos and see it in action. Change log from 1.06 (see readme): /------------------\ | Changes from 1.06 >--------------------------------------------------------- \------------...
- 27 Jan 2006, 21:17
- Forum: AI
- Topic: AI Descriptions
- Replies: 4
- Views: 939
Name: OTAI Version 1.07 Link: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3412 Status: Betaish Mods: XTA, AAI, others minimal. Attacking SKill: Globs and strings of units. Chewed up by defenses. Description: Specializes in resources balancing. Doesn't crash much. Does attack and often can find...
- 26 Jan 2006, 21:01
- Forum: Game Development
- Topic: Project "Satan"
- Replies: 20
- Views: 2535
- 26 Jan 2006, 20:54
- Forum: AI
- Topic: Unit Categories
- Replies: 20
- Views: 2591
- 26 Jan 2006, 20:21
- Forum: AI
- Topic: AI Moddability Stage 1
- Replies: 14
- Views: 1579
Which is to say, yours decides what to do and then what to build and with what. Whereas, mine builds something and then decides what to do with it. I can see the attractiveness of the your approach, but I'll stick with mine for now. I'll try not to stress out too much about it. I'll do things my way...
- 26 Jan 2006, 20:15
- Forum: AI
- Topic: OTAI Thread
- Replies: 104
- Views: 22912
Through the much-maligned process of logging I have located some CPU-hogging bugs and fixed them: - Building. Many values have been precalculated, either at init or in the beginning of the function. - Stuck Units. I've changed this a few times and now have units given an order to randomly move and t...
- 26 Jan 2006, 20:00
- Forum: AI
- Topic: AI Moddability Stage 1
- Replies: 14
- Views: 1579
I think OTAI would interpret the first two as commander-type units, using them mostly to build, but fight back when attacked. Right now it only uses units for scouts if they are specifically marked for that in the profile. I might point out the disadvantages of hardcoding things into the AI, though....
- 26 Jan 2006, 19:49
- Forum: AI
- Topic: AAI 0.42 Airforce Bugfix release
- Replies: 65
- Views: 9347
I wrote my own function for building placement to keep the Engine from building factories up against cliffs and keep the geos and metalspots from getting blocked by the wrong buildings. More to the point, though, I'm not really interested in making my AI build pretty cities. I'll make it good before...
I use a macro in my AI such like:
So I'll be releasing two DLL's, one with the DOLOGGING defined to produce logs and one without.
Code: Select all
#ifdef DOLOGGING
#define LOG(a) GS->LogFile << a
#else
#define LOG(a)
#endif
- 26 Jan 2006, 19:39
- Forum: AI
- Topic: A completely undescriptive picture
- Replies: 20
- Views: 2243
- 26 Jan 2006, 19:38
- Forum: AI
- Topic: Unit Categories
- Replies: 20
- Views: 2591
- 26 Jan 2006, 19:34
- Forum: AI
- Topic: AIs and mods
- Replies: 5
- Views: 948
I think part of the problem with compatability is the version numbers every mod has. The AI might support AASpring125S.sdz, but won't recognize (and hence won't support) AASpring130S.sdz. I'm going to have mine derive the generic name to support mods. AASpring125%.sdz by AASpring*S -> AAS folder. Cu...
- 26 Jan 2006, 19:29
- Forum: AI
- Topic: A completely undescriptive picture
- Replies: 20
- Views: 2243
What we should have is the messagebox tell us: - The team number of the AI that caused the exception. - What function was being called. That would make much less headaches for all of us AI developers and the AI users, making it easier to determine what it was that went wrong. I've looked over the AI...
- 23 Jan 2006, 04:52
- Forum: AI
- Topic: NTai XE10.1b
- Replies: 1885
- Views: 294852