NTai XE10.1b
Moderators: hoijui, Moderators
Now the blockingmap seems to eb working, its actualyl doing its job, rather than going
the builders pos isnt blocked (false), so we'll just build here, NEXT!!!
Instead its doing the full loop.
Admittedly I swapped out the original loop for one that iterates throughe very grid cell on the map in the ones where spacing works correctly, I'll try and switch back to a more 'optimum' loop
the builders pos isnt blocked (false), so we'll just build here, NEXT!!!
Instead its doing the full loop.
Admittedly I swapped out the original loop for one that iterates throughe very grid cell on the map in the ones where spacing works correctly, I'll try and switch back to a more 'optimum' loop
If we were testing position A, then NTai originally checked all the squares within that position that fell within the footprint if they where blocking.
The NTais where it works instead check each cell on the map that exists, does a distance check, then checks if its blocking or not. This means that its very fast at the start of the game but as the game continues it gets slower as more cells are created to represent blocked squares.
I'll have a new build very soon.
The NTais where it works instead check each cell on the map that exists, does a distance check, then checks if its blocking or not. This means that its very fast at the start of the game but as the game continues it gets slower as more cells are created to represent blocked squares.
I'll have a new build very soon.
XE9.65E
Itll draw a marker above its units, so if a marker dissapears on a working unit, somethings wrong. This should tell me fi the vehicle plant stopping is because fo the tasks it has or its CUnit object being erased prematurely.
There are also one or two extra little changes to things that might fix it.
Itll draw a marker above its units, so if a marker dissapears on a working unit, somethings wrong. This should tell me fi the vehicle plant stopping is because fo the tasks it has or its CUnit object being erased prematurely.
There are also one or two extra little changes to things that might fix it.
XE9.66
made a few little changes
- Arm peewees are used for debug blocking maps but they'll be switched between arm_peewee and armpw depending upon which one works from now on, so no recompiling for XTA<->OTA basename switches.
- A quick check which *might* affect the hub predicament in EE and simbase.
- If you take control of the AIs team and mouse over a units centre, itll tell you what tis current task is
- I made a little change that might fix the vehicle factory stopping bug
made a few little changes
- Arm peewees are used for debug blocking maps but they'll be switched between arm_peewee and armpw depending upon which one works from now on, so no recompiling for XTA<->OTA basename switches.
- A quick check which *might* affect the hub predicament in EE and simbase.
- If you take control of the AIs team and mouse over a units centre, itll tell you what tis current task is
- I made a little change that might fix the vehicle factory stopping bug
Please read the thread or the comments on UF. This AI isnt ready for the average player yet,a nd these builds are for bug hunting.
When it all works properly I'll make an installer and it should all start ticking over.
Having said that only lurker[] has given any feedback on bugs, via the lobby, about simbase and hubs.
When it all works properly I'll make an installer and it should all start ticking over.
Having said that only lurker[] has given any feedback on bugs, via the lobby, about simbase and hubs.