AAI 0.70 released - Win + Linux version included - Page 8

AAI 0.70 released - Win + Linux version included

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

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submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

it's surely possible, but minelaying is not on my priority list atm

i have hardly ever seen a game where anyone used them
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

mine's can be quite common in 1944, depending on the map (and the player) :wink:
eagleeye812
Posts: 4
Joined: 04 Oct 2006, 22:45

Post by eagleeye812 »

submarine, I don't know where you get the time to code all this, but it's great!

it's a great AI to play with (or against :)) and I'm looking forward to seeing more versions

question: is it normal that aai 0.70 crashes from time to time with the new version of Spring?
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Tim Blokdijk
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Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Any plans for NanoBlobs support?
I played the new NanoBlobs on a Windows system today but AAI could not work with it. What needs to be done to make it work?
submarine
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Post by submarine »

i never played nano blobs. i dont know but i was told it has a very different gameplay. furthermore i thought that ntai already does a pretty good job at playing it?



@eagleeye812:

i never tested 0.70 with spring 0.73 since i have been working on 0.75 at that time. hmm maybe some change in spring causes instability with old aai , i dont know.

or its one of the crash bugs, i had been fixing the last few days. one of them may occur in 0.70
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yuritch
Spring 1944 Developer
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Post by yuritch »

Main conceptual difference between Nanoblobs and most other mods: in NB resources are generated by mobile units (Sheep) only, no mexes at all. That is probably the main reason why AAI is incompatible with it. The other difference is that NB relies on mobile units building mobile units which is AFAIK not supported by AAI, too.
Dash_Riprock
Posts: 70
Joined: 29 Sep 2006, 00:32

Post by Dash_Riprock »

AAI keeps crashing for me when playing FF 1.18. Seems to usually happen around when it might start sending tech2 stuff at me.
submarine
AI Developer
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Post by submarine »

i ran a few test with aai 0.75 and ff 1.18, seemed to work fine

just be patient a few more days...
submarine
AI Developer
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Post by submarine »

yet another update:

i'm more or less done with the next version. i fixed quite a few (non crashing but nevertheless annoying) bugs and completly reworked the def. building selection which hopefully increases the ammount of heavier defences aai builds a lot.

the last thing on my todo list is improving aircraft behavoiur. the changes in the engine more or less broke aicraft handling of aai completly. for some reason bombers set on patrol dont attack anymore, aircraft ordered to attack a unit somehow do nothing but fly around (until shot down by enemy aa)

i hope to get that fixed within the next 1-2 days....
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Soulless1
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Post by Soulless1 »

submarine wrote:yet another update:
...for some reason bombers set on patrol dont attack anymore...
Are you using AA?

If so, that would be cos of the change in AA2.2 that made bombers only attack units they are directly ordered to - this prevents them from trying to 'fire while moving' (like land units do) but being pulled off into attack runs and dropping bombs early before intended targets etc.
submarine
AI Developer
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Post by submarine »

waaaahhh *freaking out*

thx so much soulless, i thought it was caused by one of the changes in unit behaviour....
submarine
AI Developer
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Post by submarine »

update:

i more or less fixed aircraft behaviour (but it takes quite some time to learn that a certain aircraft is a bomber)

however massive battles (4 AAIs 2 vs 2) still crash almost all the time. nicke and i havent been able to trace the bug yet, it doesnt occur in the ai itself but in spring.exe. it seems to be a problem concerning memory allocation
Dash_Riprock
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Post by Dash_Riprock »

*inches closer to edge of seat
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AF
AI Developer
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Post by AF »

Also, I myself have found that when NTai XE9.3 crashes it gives a divide by zero exception from within spring.exe, thus the issue cannot be traced as the call stack doesnt show anything from Ntai.dll at all, just Spring and MSVC71.dll calls. Is this what you're getting? The same code is giving this error despite it not giving the error under 0.72 and no changes being made to ti =s

btw:

if(ud->type == string("Bomber")) Its a bomber
if(ud->type == string("Fighter")) Its a fighter/gunship/scout plane
submarine
AI Developer
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Post by submarine »

i compiled spring in debug mode and traced the crash -> look at the bug&help section

i dont know if its working now but i havent caught any other crashes yet
Reibuorumai
Posts: 5
Joined: 11 Oct 2006, 22:13

Post by Reibuorumai »

Ahem, i was recently playing in Cathralda with AA 2.21H . Now, whenever i went to capture the bots unit construction building, or commander, the game would crash. I tryed it with plain AA2.21 and the same result occured. Is this an engine bug, or a bug with the AI or something? Sorry if this was posted before, i didnt anything about it.

AAI version v0.70
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Kuroneko
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Post by Kuroneko »

Reibuorumai wrote:Ahem, i was recently playing in Cathralda with AA 2.21H . Now, whenever i went to capture the bots unit construction building, or commander, the game would crash. I tryed it with plain AA2.21 and the same result occured. Is this an engine bug, or a bug with the AI or something? Sorry if this was posted before, i didnt anything about it.

AAI version v0.70
I seem to remember something about a problem with the AI interface that caused it to not enjoy having thier units captured away from them.
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krogothe
AI Developer
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Post by krogothe »

It does make sense...
submarine
AI Developer
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Post by submarine »

/aai/readme.text says:

"Known bugs/Limitations: .....

- Game crashes when ai units get captured"
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