NTai XE10.1b
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- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
So, how is the buildtree stuff coming along? I keep trying to use NTai, but I only play AA and E&E, which the abstract buildtrees don't seem to like. I would like to help Egarwaen with the buildtrees, but I can't see how NTai implements them. If I set armcom.txt for instance to build mex, solar, mex, solar, mex, kbot lab, and then start a game with 4 Arm NTais, they will all have a different starting BO. Also, it seems to me that if they did follow the trees to the letter, it would be very inflexible and would need lots of map specific trees (to support water maps etc).
Am I missing something?
EDIT: And yes, I have use_mod_default_if_absent=1; in the mod.tdf.
Am I missing something?
EDIT: And yes, I have use_mod_default_if_absent=1; in the mod.tdf.
Last edited by Scikar on 25 Jul 2006, 01:21, edited 1 time in total.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
I'll think about that for the source release.
I've re-added dgunning, but it's XE8 style dgunning with a twist.
First it will try to capture the enemy. If there are units with weapons in range it instead dguns the enemy. If after all that there is an enemy commander, it instead attempts to reclaim the enemy commander.
I may consider changing it so that it calculates if the enemy commander will end up reclaiming the NTai com first if they start reclaiming eachother and if so then tell the comander to run away.
I've re-added dgunning, but it's XE8 style dgunning with a twist.
First it will try to capture the enemy. If there are units with weapons in range it instead dguns the enemy. If after all that there is an enemy commander, it instead attempts to reclaim the enemy commander.
I may consider changing it so that it calculates if the enemy commander will end up reclaiming the NTai com first if they start reclaiming eachother and if so then tell the comander to run away.
That would be a good idea, else NTai would always get its com reclaimed (a player would just run if he was losing, and another NTai would naturally complete the reclaiming).AF wrote:I may consider changing it so that it calculates if the enemy commander will end up reclaiming the NTai com first if they start reclaiming eachother and if so then tell the comander to run away.
I've read through most of the thread looking for buildtree info, and while I have found your posts Lindir, the only thing in them which I didn't already know was B_GLOBAL. I still don't see what B_RULE and B_RULE_EXTREME do, though they appear to be essential for keeping the buildtree dynamic.
There are definately comments on B_RULE. Look at my posts instead.
B_GLOBAL doesnt do what I originally said atm though, rather B_GLOBAL == B_RULE in the current build.
B_RULE decides what to build absed on a set of rules. B_RULE_EXTREME is similar exept its designed to only kick in to prevent extremes, such as emergency building of energy if an energy stall is iminent. Usually a B_RULE_EXTREME is skipped btu they're essential to keeping thigns going right.
B_GLOBAL doesnt do what I originally said atm though, rather B_GLOBAL == B_RULE in the current build.
B_RULE decides what to build absed on a set of rules. B_RULE_EXTREME is similar exept its designed to only kick in to prevent extremes, such as emergency building of energy if an energy stall is iminent. Usually a B_RULE_EXTREME is skipped btu they're essential to keeping thigns going right.
The deviating build orders are a result of the interpolation. For mod makers that's easiest to understand as B_RULE_EXTREME being inserted between each command. I had to disable the interpolation to prevent NTAI from building factories or other expensive things before the necessary ressource buildings were ready otherwise it would stall badly (the economy section in the mod.tdf is undocumented and as such I'm not using it). The B_RULE I use early on to tell it to start building factories (but not with every builder that reaches that point in the script) sometimes results in a big factory which means stall and often a loss in the early game.