NTai XE10.1b - Page 37

NTai XE10.1b

Here is where ideas can be collected for the skirmish AI in development

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Quantum_Menace
Posts: 5
Joined: 16 Aug 2006, 14:57

Post by Quantum_Menace »

I apologize if this problem has been brought up before, but I'm having trouble getting NTAI to start at all. The version that came with Spring works fine, but when I install either XE9RC19 or XE9RC22 the AI-controlled Commanders never move or build anything. I've tried reinstalling but it doesn't help.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Details?

mod? map? singleplayer? multiplayer? OS? have you modified AI.tdf? Dev Build of Spring?


Simply saying an AI doesnt work for you isnt enough information, so please let us help you by helping us!
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

And how are you starting the AI games?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Any log files or console messages? Runnign any other AI's? How many AI's did you have up?
Quantum_Menace
Posts: 5
Joined: 16 Aug 2006, 14:57

Post by Quantum_Menace »

Mod: Absolute Annihilation 2.11, XTA v7
Map: several. Small Divide, Desert Forts, several others
I'm using the single player client that came with NTAI. It seems to run other AIs fine, including the 0.75 NTAI that came with Spring.
Running on XP Professional 2002 (Service Pack 2).
I have not modified any of the tdf files.
Using Spring v0.72b1.
I usually start with 1 "Human" player and 2 NTAIs (fixed start position). The AI does not give any console messages when the game starts. I'm not sure about log files; the "Logs" directory under AI/NTai only contains a 0 kb file named "~", and the "Logs" directory in globalai/NTAI/ is empty.

Thank you very much for your assistance.
Codex
Posts: 13
Joined: 13 Aug 2006, 14:17

Post by Codex »

Hi again,

TAS now runs like a charm with your new NTAI release! I've yet to test the group AI's but until now no more crashes!! Thanx for the great release!

Codex

Specs:
--------
AMD Barton 3200+ on ASUS A7V8X Deluxe
1024 MB DDR RAM
GeForce 7800GS AGP
WinXP Pro (SP2) - ForceWare 91.31
Spring 0.72b1 - Absolute Annihilation 2.11
NTAI XE9RC22
Quantum_Menace
Posts: 5
Joined: 16 Aug 2006, 14:57

Post by Quantum_Menace »

Oops, I wasn't getting any messages because I had the verbose level turned all the way down. I get these messages:

error in Global constructor, cannot continue
InitAI() in XE9RC22 failed, please notify AF at once
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

eew, this sounds like rattles bug, the oen that defied all explanation and was todo with the TDFParser class =s.

For now try posting the entire contents of infolog.txt in your spring folder.

And unless anyone else save rattle has any problems I'm quite happy that its working for the vast vast majority fo people now.
Quantum_Menace
Posts: 5
Joined: 16 Aug 2006, 14:57

Post by Quantum_Menace »

Number of damage types: 5
TA Spring 0.72b1
GlobalAI1: error in Global constructor, cannot continue
GlobalAI2: error in Global constructor, cannot continue
GlobalAI1: Error :: InitAI() in XE9RC22 failed, please notify AF at once
GlobalAI1: Error :: http://www.darkstars.co.uk
GlobalAI2: Error :: InitAI() in XE9RC22 failed, please notify AF at once
GlobalAI2: Error :: http://www.darkstars.co.uk
Speed set to 1.5
Speed set to 2.0
Speed set to 2.5
Speed set to 3.0
Peewee is being attacked
Peewee is being attacked
Team2(Player) has bowed out
Team1(Player) has been eradicated
Game over
Path cache hits 1 10%
Path cache hits 0 0%
CoolColJ
Posts: 15
Joined: 18 Aug 2006, 02:19

Post by CoolColJ »

The download link doesn't work?

I can't see where to donwload it! :?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

unknown files is down atm, I've been promsied it'll be back up soon....
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Of all the AI I tried, NTAI was the only one to come with an installer. And that is good, because otherwise I would have had no idea of where to dump the files. Plus it had pretty Spring pictures and looked overall very sleek. However:

- Installing Spring Single player shouldn't be compulsory. Maybe ticked by default, but allow me to untick it.
- On french PC, the shortcuts to programs in the "Start menu", aren't in .../Programs/... but in .../Programmes/... Your installer created a new folder inside my startmenu (which we call "Menu D├â┬®marrer", btw) with only one item, a shortcut to Spring Single Player 0.5, instead of putting it with all the others in .../Programmes/... I suppose the same apply for other countries.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

hmm I didnt tell it to make start menu items, and as far as I was aware you can untick the options, the options was the whole point of switching to NSIS from clickteam installer.

Anyone else have these problems?
CoolColJ
Posts: 15
Joined: 18 Aug 2006, 02:19

Post by CoolColJ »

Why does this AI wander all over the place, without establishing a strong base and defense?


AAI and KAI own it all the time, since it wastes so much time putting up structures all over the map :-)

anyway you can spot the tendencies of each AI - KAI likes to rush and put defenses on high places and ridge lines.

AAI staysmostly in one spot and builds up, but doesn't seem to tech up much
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

NTai has consistently bene characterised as an expansive AI. Albeit there are one or two flaws in how it does that currently but they're known and solutions and fixes are know, only I'm working on AFLobby right now.
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Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

OK, I have finally finished the buildtree for this version:

http://s2.quicksharing.com/v/3301027/XTAPE.rar.html

Extract it to TASpring\AI\NTai and overwrite what's already there.
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Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

for an unknown reason your AI starts lagging hardcore when playing. this has been true for the last version as well as this version. it produces lagspikes that lag my computer for 3 to 5 seconds, completely freezing the game.
these lags seem to occur when NTAI loses an attack group though im not sure about it. but in all games this has started when NTAI begins to engage enemies.
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

Quantum_Menace wrote:GlobalAI1: error in Global constructor, cannot continue
GlobalAI2: error in Global constructor, cannot continue
GlobalAI1: Error :: InitAI() in XE9RC22 failed, please notify AF at once
GlobalAI1: Error :: http://www.darkstars.co.uk
GlobalAI2: Error :: InitAI() in XE9RC22 failed, please notify AF at once
GlobalAI2: Error :: http://www.darkstars.co.uk
Im having the same problem, has a solution been found?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

To fix it I need to know what the problem is and that requires a new build of NTai, and I aint working on AI at the moment as I'm busy with AFLobby.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I am optimizing the NTAI build for the next version of NanoBlobs, but I'm not done yet. I will release the new files when I think it plays a decent game again.
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