NTai XE10.1b
Moderators: hoijui, Moderators
Increase threshold percentage is a boolean. If true then the value of the other tag is a number between (0%)0 and 1(100%) or higher, aka NTai does threshold*tagvalue.
If the tag is equal to 0, then the calculation changes to Threshold+tagvalue.
And yes, at the moment the attack routine system is seperate from the tasklist system. The two will interfere with eachother. Attackers can have tasklists, that restriction was removed.
If the tag is equal to 0, then the calculation changes to Threshold+tagvalue.
And yes, at the moment the attack routine system is seperate from the tasklist system. The two will interfere with eachother. Attackers can have tasklists, that restriction was removed.
Warning! - Posting interpretation of others post, is per definition a bad idea 
Increase threshold percentage =0
And
Increase threshold value =10 (aka add 10 units per attack)
And
Increase threshold value =0.10 (aka 10 percent)
:
An attacker with construction abilities (aka builder=1 in fbi file) without a tasklist will do nothing, due to missing tasklist?
Also, adding a tasklist for attacker with keywords like b_na or b_idle will NOT make unit join attack group?
The above does let a construction unit carry arms, to defend it self. (This works fine!)
- Anyway, since NTAI doesn├óÔé¼Ôäót do enemy-mex hunting (unless IK has success in his attempts) this might not have solved anything.

With initial_threat_value =10: (not tested)AF wrote:Increase threshold percentage is a boolean. If true then the value of the other tag is a number between (0%)0 and 1(100%) or higher, aka NTai does threshold*tagvalue.
If the tag is equal to 0, then the calculation changes to Threshold+tagvalue.
Increase threshold percentage =0
And
Increase threshold value =10 (aka add 10 units per attack)
- Attack #1 10 units
Attack #2 20 units
Attack #3 30 units
Attack #9 100 units
And
Increase threshold value =0.10 (aka 10 percent)
- Attack #1 10 units
Attack #2 11 units
Attack #3 12 units
Attack #9 24 units (Assuming no round off)
And since tasklists takes precedence over attack routineAF wrote: And yes, at the moment the attack routine system is seperate from the tasklist system. The two will interfere with eachother. Attackers can have tasklists, that restriction was removed.

An attacker with construction abilities (aka builder=1 in fbi file) without a tasklist will do nothing, due to missing tasklist?
Also, adding a tasklist for attacker with keywords like b_na or b_idle will NOT make unit join attack group?
The above does let a construction unit carry arms, to defend it self. (This works fine!)
- Anyway, since NTAI doesn├óÔé¼Ôäót do enemy-mex hunting (unless IK has success in his attempts) this might not have solved anything.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Think your right IK, I'm missing a piece in the puzzle.
AK says:
threshold*tagvalue
if tagvalue is increase_threshold_value, what then is threshold?
I assumed it was a lower limit for which NTAI makes an attack group. aka for the first group: initial_threat_value. But this might be wrong
Tags should be in AI section of config file, along with inital_threat_value. (Order in AI section should be unimportant)
*lale left for testing...
AK says:
threshold*tagvalue
if tagvalue is increase_threshold_value, what then is threshold?
I assumed it was a lower limit for which NTAI makes an attack group. aka for the first group: initial_threat_value. But this might be wrong

Tags should be in AI section of config file, along with inital_threat_value. (Order in AI section should be unimportant)
*lale left for testing...
If a unit has tasklist it will follow it.
Not units that ahve builder=1; in fbi
Not untis that arent atatckers
Any unit. If you assign a unit a tasklist it will attempt to follow it regardless of what that unit is, even if its a wind generator.
B_NA and b_idle dont do anything, b_na is an error return value in XE9.7+ and is ignored. b_idle is the same.
The attack systema nd the task system are two different systems. You cant make them interact as you say. If an attack unit building a mex and an enemy comes near it the unit will go and attack leaving the mex half built, then when done itll get a unit idle and the next task will occur.
The best I can say is to fill the attack units task lists with lots of b_repair style stuff around the things it builds aswell as b_offensive_repair.
Not units that ahve builder=1; in fbi
Not untis that arent atatckers
Any unit. If you assign a unit a tasklist it will attempt to follow it regardless of what that unit is, even if its a wind generator.
B_NA and b_idle dont do anything, b_na is an error return value in XE9.7+ and is ignored. b_idle is the same.
The attack systema nd the task system are two different systems. You cant make them interact as you say. If an attack unit building a mex and an enemy comes near it the unit will go and attack leaving the mex half built, then when done itll get a unit idle and the next task will occur.
The best I can say is to fill the attack units task lists with lots of b_repair style stuff around the things it builds aswell as b_offensive_repair.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
chaser.cpp Init() wrote:G->Get_mod_tdf()->GetDef(threshold,"5", "AI\\initial_threat_value");
G->Get_mod_tdf()->GetDef(thresh_increase,"1","AI\\increase_threshold_value");
G->Get_mod_tdf()->GetDef(thresh_percentage_incr,"0","AI\\increase_threshold_percentage");
Code: Select all
[AI]
{
initial_threat_value=5; // Attack group number 1 has 5 units
increase_threshold_value=1; // increase by 1 unit each attack
increase_threshold_percentage=0; // above value isnt a percentage
}
Code: Select all
if(thresh_percentage_incr){
threshold *= thresh_increase;
}else{
threshold += thresh_increase;
}
G->L << "new threshold :: "<< threshold<<"\n";
Code: Select all
G->L << "new threshold :: "<< threshold<<"\n";
WithRunning above in a game for 1 hour, with over a thousand units generated.
The game resulted in a 40mega NTAI log file and:
No entries of "new threshold", "threshold" or just "thres****" made in the NTAI log file.
Either I'm doing something really wrong (The game does send groups of 2 units into attack, but no group of 4)
Or this part of the NTAI og log-system isn't working.
Code: Select all
[AI]
{
initial_threat_value=2;
increase_threshold_value=2;
increase_threshold_percentage=0;
The game resulted in a 40mega NTAI log file and:
No entries of "new threshold", "threshold" or just "thres****" made in the NTAI log file.
Either I'm doing something really wrong (The game does send groups of 2 units into attack, but no group of 4)
Or this part of the NTAI og log-system isn't working.
Hi AF,
I've been farting around with a basic NTAI config for NOTA while i'm on holidays. I've found that as core it likes to try and build a shipyard as its factory with the b_factory. See the following log http://chillaaa.homeip.net/swta/NOTAcoreAI.txt.
The only way i've changed it to work is to make a new task list specifying the core kbot lab, but that is obviously not ideal.
Thanks in advance.
I've been farting around with a basic NTAI config for NOTA while i'm on holidays. I've found that as core it likes to try and build a shipyard as its factory with the b_factory. See the following log http://chillaaa.homeip.net/swta/NOTAcoreAI.txt.
The only way i've changed it to work is to make a new task list specifying the core kbot lab, but that is obviously not ideal.
Thanks in advance.