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by Veylon
27 Jan 2006, 21:32
Forum: AI
Topic: First custom GroupAI replay!
Replies: 18
Views: 2436

I'll take a look at it.

The only GroupAIs I use are the metal maker one and that scouting one I made.
by Veylon
27 Jan 2006, 21:29
Forum: AI
Topic: logging
Replies: 9
Views: 1347

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 ...
by Veylon
27 Jan 2006, 21:23
Forum: AI
Topic: AI war
Replies: 12
Views: 3084

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.
by Veylon
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 >--------------------------------------------------------- \------------...
by Veylon
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...
by Veylon
26 Jan 2006, 21:01
Forum: Game Development
Topic: Project "Satan"
Replies: 20
Views: 2535

I thought the project "Satan" was a joke from Futurama.
by Veylon
26 Jan 2006, 20:54
Forum: AI
Topic: Unit Categories
Replies: 20
Views: 2591

Did I?

I thought I was pretty consistent about wanting the AI's decisions on how to categorize a unit to be more about what that unit can DO rather than what it's FOR.
by Veylon
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...
by Veylon
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...
by Veylon
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....
by Veylon
26 Jan 2006, 19:49
Forum: AI
Topic: AAI 0.42 Airforce Bugfix release
Replies: 65
Views: 9347

I know, OTAI sometimes didn't do anything. It usually beat AAI when I played them against each other, though.
by Veylon
26 Jan 2006, 19:44
Forum: AI
Topic: Request
Replies: 3
Views: 746

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...
by Veylon
26 Jan 2006, 19:42
Forum: AI
Topic: logging
Replies: 9
Views: 1347

I use a macro in my AI such like:

Code: Select all

#ifdef DOLOGGING
  #define LOG(a) GS->LogFile << a
#else
  #define LOG(a)
#endif
So I'll be releasing two DLL's, one with the DOLOGGING defined to produce logs and one without.
by Veylon
26 Jan 2006, 19:39
Forum: AI
Topic: A completely undescriptive picture
Replies: 20
Views: 2243

How do you do that? Do you uncheck the "Catch AI Exceptions" option? And if so, how do you get the function out of the dump log?
by Veylon
26 Jan 2006, 19:38
Forum: AI
Topic: Unit Categories
Replies: 20
Views: 2591

AF is dead on. The AI programmer should figure what by what criteria they want the AI to categorize units, whether roughly or finely. If the mod writer is willing to categorize them, that can help.
by Veylon
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...
by Veylon
26 Jan 2006, 19:32
Forum: AI
Topic: AI war
Replies: 12
Views: 3084

I'm with AF on that. I want 1.07 to be the OTAI to play with.
by Veylon
26 Jan 2006, 19:30
Forum: AI
Topic: [AMG]??
Replies: 9
Views: 1111

Is there anything special we'll have to do? Conform to certain standards, perhaps?
by Veylon
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...
by Veylon
23 Jan 2006, 04:52
Forum: AI
Topic: NTai XE10.1b
Replies: 1885
Views: 294852

I'm kind of late to jump in here, but I must say I noticed that your AI now uses High Trajectory. Very nice, I should've thought of that! It probably makes my DT building pretty useless, though...

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