NTAI untested thread (0.28 BETA 9, 3rd december)
Moderators: hoijui, Moderators
Downlaod here
As you can see I got building workign again. Somehtign someone said about virtualdesctructors got me thinking so i added virtual to every destructor and hey presto NTAI started buildign ok again, and ontop of that ti attempted to build as much of tis build tree as possible, much mroe than before.
I also ntoed that there appeared to be a mistake in the attack code
Code: Select all
int* ux = NULL;
int unum - G->cb->Getenemyuntis(ux);
Code: Select all
int* ux = new int[10000];
int unum - G->cb->Getenemyuntis(ux);
I also added code from the cursor groupAI for debugging purposes.
The likelihood of cosntruction untis sitting there doing nothign has gone down a lot, I added code that kicks them abck into life if they idle around when they're nto supposed to.
This doesnt take effect hwoever in the case of the onyl existign bug I know of. For some reason fi cains metal class returns a fail then the tasks system generates an exception and the unit stalls and does nothing till the player intervenes.
I also modified the comamdners build tree to suit the new changes. NTAI will build 2 kbot labs at the start instead of one and builds more metal generating structures to compensate. NTAI will also build adv solar collectors when running under AA. If someone could look at the build tree and suggest changes for AA, just add a line and change the name, if its an AA unti and it isnt an AA game then NTAI ignores it.
NTAI beta 7
Downlaod here
This version has tweaked attack code that draws results from the cheat interface. It has also had its build code modified to use any race I define a build tree for. To show this I've added lvl1 & lvl2 support for both Arm and TLL. I gave a preliminary version to aGorm yesterday to show this, but it didnt have all the checks this version had and had the beta 6 attack code. It also had only basic lvl 1 support which has been extended.
In the mean time I'll be looking for more mod support, perhaps I shall look inot WD and SWTA, but so far I've heard nothing about any mod support save from noize and caydr, of which kbots will build adv solar collectors in AA and the build tree has been modified so it doesnt stall in AA either (as a result it wont stall in OTA or UH either).
Also note that th mex bug may not occur as much but it is prolific on the map alaska, which I'm working on.
Downlaod here
This version has tweaked attack code that draws results from the cheat interface. It has also had its build code modified to use any race I define a build tree for. To show this I've added lvl1 & lvl2 support for both Arm and TLL. I gave a preliminary version to aGorm yesterday to show this, but it didnt have all the checks this version had and had the beta 6 attack code. It also had only basic lvl 1 support which has been extended.
In the mean time I'll be looking for more mod support, perhaps I shall look inot WD and SWTA, but so far I've heard nothing about any mod support save from noize and caydr, of which kbots will build adv solar collectors in AA and the build tree has been modified so it doesnt stall in AA either (as a result it wont stall in OTA or UH either).
Also note that th mex bug may not occur as much but it is prolific on the map alaska, which I'm working on.
I just tried beta7 on 4b_facility. NTAI was core and just building mexes and not building any form of energy generating objects (except for a mini fusion after 40 minutes).
And it did not attack in any form, but was happy building units until reaching the unit limit.
Also it never build any VecPlant or any plane, though it produced aircraft plants.
(Same result also on s2s)
And it did not attack in any form, but was happy building units until reaching the unit limit.
Also it never build any VecPlant or any plane, though it produced aircraft plants.
(Same result also on s2s)
I think i got the interesting part of it for you :
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORADVSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[52:43] enemy entered LOS yet it isnt giving good co-ordinates?=s
[52:43] enemy entered LOS yet it isnt giving good co-ordinates?=s
Entire log here.
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORADVSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[42:51] unitdef loading failed Tunit::AddTaskCORSOL
[52:43] enemy entered LOS yet it isnt giving good co-ordinates?=s
[52:43] enemy entered LOS yet it isnt giving good co-ordinates?=s
Entire log here.
- Targ Collective
- Posts: 202
- Joined: 12 Nov 2005, 14:16
Well, the good news is that Core build solars now. The bad news is NTAI just spent two hours or so pumping out units on my machine, without sending them to attack.
Scouts were not part of the problem, of course, they (as always) scattered properly. NTAI didn't seem to register the fact that my Commander was standing around doing nothing all day and just built Kbots. I can only assume that it kept building its first attack force without sending it at any point, possbly due to an unclosed loop or something.
Scouts were not part of the problem, of course, they (as always) scattered properly. NTAI didn't seem to register the fact that my Commander was standing around doing nothing all day and just built Kbots. I can only assume that it kept building its first attack force without sending it at any point, possbly due to an unclosed loop or something.
- Targ Collective
- Posts: 202
- Joined: 12 Nov 2005, 14:16
- Targ Collective
- Posts: 202
- Joined: 12 Nov 2005, 14:16
The attack code in the version i released last was hacked.
The attack code as ti stands now ignroes the sights array compeltely, and goes for the cheat itnerface. Thus if the suer ahs typed .cheats it gets given an array foe very enemy unit on the map in LOS or not. It then uses the cheat interface again to detect the position and send the untis there.
The problem was the attack code should work but in theory it does, in implementation it needs to be far more robust.
For that sake I am curious as to how I will replace the code.
The attack code as ti stands now ignroes the sights array compeltely, and goes for the cheat itnerface. Thus if the suer ahs typed .cheats it gets given an array foe very enemy unit on the map in LOS or not. It then uses the cheat interface again to detect the position and send the untis there.
The problem was the attack code should work but in theory it does, in implementation it needs to be far more robust.
For that sake I am curious as to how I will replace the code.