Search found 422 matches
- 20 Jan 2008, 20:24
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
Who said I was using a source? I was just compiling things that should work and seeing what did work. Of course having the source makes it much easier. But now I can set up the AI to run over night to do the serious bug checking I was lacking before. I'm just not big on Linux. Those times I have tri...
- 20 Jan 2008, 12:49
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
Now that's just insulting. I haven't come up with a creative excuse yet. If I were really trying to drop a creative excuse, I'd tell you my cat started his memoirs while I was trying to compile. Or that the songbird was trying to record his CD as I was running AI tests. Those are creative excuses. T...
- 19 Jan 2008, 12:36
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
The same as always, checking for AI units versus enemy units. While there are hard values if I know what a unit is, if I don't it's simply deteremined by number of AI/Enemy. So 0/6, means the enemy has the higher threat. Sometimes if it doesn't have a square, it'll come back as '??' and be sent to t...
- 18 Jan 2008, 16:25
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
It's pretty damn difficult on a dial-up connection. Besides, I've used Ubuntu, and I don't like it. On the other hand, it's not my transport code that's the problem. It's not doing it consistently, so I think it's not reading the dropzone's threat level as low enough. Guess I'll have to re-write tha...
- 17 Jan 2008, 11:30
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
So far the only problems I've had stem from it being a 64-bit OS. It suits my needs for now. I'll probably upgrade to Vista eventually, but for now I'm less than enthused with it's performance.
- 16 Jan 2008, 18:16
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
Once you figure out that the help and support is wrong. Of course, the monitor going out shortly afterwards, and finding out that not only did the motherboard manufacturer (MSI) forget to make the disk with the Drivers on it not compatible with the 64-bit OS that the board requires, but also didn't ...
- 16 Jan 2008, 12:22
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
I didn't have the cash to get Vista 64. Unfortunately, I'm locked out of my new copy of XP, because of Microsoft's Insecurity features. I can't run Spring and my complier until I activate XP. I can't activate XP because I have dial-up and no modem that has x64 drivers. I can't even use the built in ...
- 16 Jan 2008, 12:18
- Forum: AI
- Topic: ThreatValue Multipliers
- Replies: 55
- Views: 10677
Re: ThreatValue Multipliers
It's starting to smell from my end as well. My XP arrived, and...DJ wrote:I love smelling vapour ware
I hate Microsoft.
- 15 Jan 2008, 13:17
- Forum: AI
- Topic: ThreatValue Multipliers
- Replies: 55
- Views: 10677
Re: ThreatValue Multipliers
Oh I love when a problem gets solved before it becomes a problem.
That also means we can have transforming units...
That also means we can have transforming units...
- 15 Jan 2008, 01:46
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
Unfortunately not. As it is, my computer will just barely run Spring and the AI. Trying something as resource consuming as a screen shot causes the entire process to grind to a halt. I have the x64 XP for my more powerful computer on it's way, so I should have something to show off soon. And before ...
- 15 Jan 2008, 01:43
- Forum: AI
- Topic: ThreatValue Multipliers
- Replies: 55
- Views: 10677
Re: ThreatValue Multipliers
Now who's looking at it from a human perspective? The AI won't have a choice. If it can only build one thing, that's all it'll build. Present the AI with the options of: Build this/Build nothing, it should default to Build this. It won't care what the unit looks like, or that it dies instantly. All ...
- 14 Jan 2008, 02:41
- Forum: AI
- Topic: AI for Commander Shooter or other FPS
- Replies: 10
- Views: 1871
Re: AI for Commander Shooter or other FPS
The important thing seems to be controlling the group size and distribution. NTAI works perfectly for that.
Any basic AI that can build and attack should be sufficient.
Any basic AI that can build and attack should be sufficient.
- 13 Jan 2008, 21:13
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
You just want to see my code. Well you can't, it's mine. Mine I tell you! My precious.
Do you know how you're going to handle the game? Or are you just going to say: Sorry, NTAI can't play that. Which is a perfectly understandable position.
Do you know how you're going to handle the game? Or are you just going to say: Sorry, NTAI can't play that. Which is a perfectly understandable position.
- 13 Jan 2008, 21:11
- Forum: AI
- Topic: ThreatValue Multipliers
- Replies: 55
- Views: 10677
Re: ThreatValue Multipliers
Then it's not even a unit. It's a template. So LUA is the solution to that problem? The one of convincing my AI to build a block of units as one, instead of setting out each individual construction the way a human has too. The rating won't be a problem. Does a con unit have a combat rating? Does it ...
- 13 Jan 2008, 12:18
- Forum: AI
- Topic: ThreatValue Multipliers
- Replies: 55
- Views: 10677
Re: ThreatValue Multipliers
I guess I'm talking to the wall here. I'm not talking about anything higher level than simply reading the unit, and weapon defs. I did skip a step, in that AA squads should have a weapon with BadTarget=NotAir in it's definition. Other than that there shouldn't be a problem. tombom: I'm currently wor...
- 13 Jan 2008, 12:10
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
Which is why no release yet.
- 12 Jan 2008, 12:58
- Forum: AI
- Topic: ThreatValue Multipliers
- Replies: 55
- Views: 10677
Re: ThreatValue Multipliers
:evil: Try reading the entire post, please. I KNOW THAT THE AI DOES NOT KNOW IT'S A SQUAD. Rather than trying to force the AI to address another value that it determines already, I'm giving you a way to not need it. Value of the unit is determined whether it can do a significant fraction of it's cos...
- 12 Jan 2008, 02:05
- Forum: AI
- Topic: ThreatValue Multipliers
- Replies: 55
- Views: 10677
Re: ThreatValue Multipliers
Let's see if I can make enough sense to clarify: fibre:Capturing a neutral node is akin to capturing a piece of territory? So where approaching and remaining within a certain distance, for a certain time period in an FPS would acquire that territory, the AI has to approach, and capture that node, wh...
- 12 Jan 2008, 01:45
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
DJ:At the moment it's largely a learning AI. I want a config that I can adjust to alter the AI, but it doesn't always detect it. It'll let you alter certain behaviour aspects of the AI. You can let it build normally, or make it go Air/Land/Sea exclusively. Expansion aggression will be selectable, wi...
- 11 Jan 2008, 14:30
- Forum: AI
- Topic: Triaxx2's AI (split from: Neutral Units)
- Replies: 73
- Views: 17278
Re: Neutral Units
I'm working very carefully, doing my best to avoid multiple, broken, fragmented releases. I'm not looking to make an AI that just builds and attacks. I'm building one that will win. I'm building an AI that will run over the top of NTAI, RAI, AAI, and KAI, all working together. I'm approaching 1.0, w...