JCAI source on spring CVS
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- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I didn't add isairbase to transports yet, great idea though! would be nice for IFV's (infantry fighting vehicle, type of APC) which have firing ports anyway.
it would be nice to see infantry with guns blazing set down in a Blackhawk helicopter, would be a little weird if they were shooting big weapons though like Anti-Tank missiles and such.
nice to see you are considdering my suggestions, the AI works great already, minus the fact it doesn't read those dashes (-), most mospact planes have them lol.
sorry to hijack all those threads with WD stuff lol, O/XTA is alot of fun as well.
it would be nice to see infantry with guns blazing set down in a Blackhawk helicopter, would be a little weird if they were shooting big weapons though like Anti-Tank missiles and such.
nice to see you are considdering my suggestions, the AI works great already, minus the fact it doesn't read those dashes (-), most mospact planes have them lol.
sorry to hijack all those threads with WD stuff lol, O/XTA is alot of fun as well.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
When somethign is posted at darkstars it usually has a zaphod didnt read this marker in the readers mind, you read what you wanted and never returned ages ago zaphod, long posts deal with an entire topic, not just an algorithm, and most topic nowadays are more discussion type rather than article type. Baside unelss you're talking about the huge TAI and 5Matrix AI definition topics which where copied over from this forum ages ago and the 1 or two that followed then I say you're wrong.
zaphod, i just saw some strange behaviour in your ai in the version that came with 65b2 (should be the newest).
Map was on core prime, and the ai build 2 mexes on the pyramid, but after that, NO mexes were build at all, only tons of metalmakers and solars. Otherwise the ai worked ok (build factories, send attack groups).
Im just curious why it stopped building mexes...
edit:
tested on wideopencombat, too.
2mexes, then TONS of metalmakers...
Map was on core prime, and the ai build 2 mexes on the pyramid, but after that, NO mexes were build at all, only tons of metalmakers and solars. Otherwise the ai worked ok (build factories, send attack groups).
Im just curious why it stopped building mexes...
edit:
tested on wideopencombat, too.
2mexes, then TONS of metalmakers...
Hmm that's too bad. I changed something to prevent a crash, but didn't test it properly. Expect a new release soon though, I want to update my metal map with alik's extended algorithm anyway.
I'm also testing new code to reclaim features around buildings (so units don't get stuck in the factory).
Alantai, it's just that right now I don't need to read anything to go ahead with my AI, I've got enough idea's of my own to handle things like the air patrol or transporting or mex replacement. The first part of your message was totally unreadable btw.
I've read certain parts of your site but didn't find it useful.
I'm also testing new code to reclaim features around buildings (so units don't get stuck in the factory).
Alantai, it's just that right now I don't need to read anything to go ahead with my AI, I've got enough idea's of my own to handle things like the air patrol or transporting or mex replacement. The first part of your message was totally unreadable btw.
I've read certain parts of your site but didn't find it useful.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
some things need explaining.
task=attackdefend //can this be set to anything else?
units = buildoptions { MiG-31*2 J-10*2 } //*2 is 2 of the type of unit?
batchsize=10 //what is this?
category=4 //what does this do?
level=13 //dito
minmetal=55 //needs a minimum metal production of 55?
thanks, any other things I need to know?
currently, my AI builds resource generators which is great, only builds the basic force (can this have any other name?)
some explenation would definitly help, thanks Zaphod.
task=attackdefend //can this be set to anything else?
units = buildoptions { MiG-31*2 J-10*2 } //*2 is 2 of the type of unit?
batchsize=10 //what is this?
category=4 //what does this do?
level=13 //dito
minmetal=55 //needs a minimum metal production of 55?
thanks, any other things I need to know?
currently, my AI builds resource generators which is great, only builds the basic force (can this have any other name?)
some explenation would definitly help, thanks Zaphod.
-
- Posts: 2
- Joined: 19 Oct 2005, 16:57
Just downloaded the new version of TASpring with the JCAI tried twice on the desert map packaged with the game... first game lasted around 5 minutes second around 10 both crashed due to the AI.
On the second I thought to use the cheat to watch the AI play... Wierd AI hehe... it started out fine metal extractor, solar panel, vehicle plant, energy storage, few more solar panels then about 50 metal makers lol... (somewhere in there had a few vehcile constructors made and one making an airbase) I have the replay and the stuff the game made to report it but I didn't send because I didn''t like how my AV and email program both reported it was trying to send to multiple addresses from my address book hehe (error in reporting probably but why take chances in this day and age.)
If someone can give me a where too send I can send both dumps if wanted. it's 9:23am and I haven't been to sleep yet (darn addicting games get me every time hehe) so I'll leave this as is and hope the spelling and grammar are not too offensive to anyone
On the second I thought to use the cheat to watch the AI play... Wierd AI hehe... it started out fine metal extractor, solar panel, vehicle plant, energy storage, few more solar panels then about 50 metal makers lol... (somewhere in there had a few vehcile constructors made and one making an airbase) I have the replay and the stuff the game made to report it but I didn't send because I didn''t like how my AV and email program both reported it was trying to send to multiple addresses from my address book hehe (error in reporting probably but why take chances in this day and age.)
If someone can give me a where too send I can send both dumps if wanted. it's 9:23am and I haven't been to sleep yet (darn addicting games get me every time hehe) so I'll leave this as is and hope the spelling and grammar are not too offensive to anyone

I appreciate your help, but the AI system is constantly changing and it's very likely that the bug has gone already. Bugreports will be very useful once it has matured a bit more, but right now there is just so much stuff to do that I don't even have time to use this.
My code is also quite different already from the version currently in 0.65b2
My code is also quite different already from the version currently in 0.65b2
Ah sorry, somehow I completely skipped over it
-category
Groups are divided into categories that can be build simultaneously
For example you'd want to have air forces in a different category than ground units, otherwise either air or ground units are being build at a time, never both
-level
The level indicates the "power" of the unit group, when the force manager is selecting a group type to build, it selects the group with the highest level that it is capable of building
-batchsize
Number of units in a single group of this type
-minenergy
Minimum energy income needed for this group to be build, if current energy income is lower than this, a lower level group type is selected for building
-minmetal
Same as for minenergy
-maxspread
Maximum spreading of the group, when the outer group units are further away from each other, grouping mode is selected and the units move to eachother until they have a spreading equal or smaller than groupdist
-groupdist
See maxspread
-task
Should be put on attackdefend right now, in the future it can be used for other things (such as air patrol or artillery support)
Force groups can have any name, as long as they are within the ForceInfo section of the config.

-category
Groups are divided into categories that can be build simultaneously
For example you'd want to have air forces in a different category than ground units, otherwise either air or ground units are being build at a time, never both
-level
The level indicates the "power" of the unit group, when the force manager is selecting a group type to build, it selects the group with the highest level that it is capable of building
-batchsize
Number of units in a single group of this type
-minenergy
Minimum energy income needed for this group to be build, if current energy income is lower than this, a lower level group type is selected for building
-minmetal
Same as for minenergy
-maxspread
Maximum spreading of the group, when the outer group units are further away from each other, grouping mode is selected and the units move to eachother until they have a spreading equal or smaller than groupdist
-groupdist
See maxspread
-task
Should be put on attackdefend right now, in the future it can be used for other things (such as air patrol or artillery support)
Force groups can have any name, as long as they are within the ForceInfo section of the config.
Since AF is releasing new testing version, I might do as well... it has a problem at about 10 minutes. It's a little more capable than the one currently with spring:
Builders don't get stuck in trees, additional helper builders are created (the BuildSpeedPerMetalIncome setting in the xta_core.cfg is a bit low right now, so you might increase that and it'll build more builders) mod profiles are read from the spring file, and defense building. It can also read unit names with dashes and starting with a digit (WD required that).
Because it doesn't run very long, it's not really playable right now. I'll be debugging these issues after tuesday.
http://www.fileuniverse.com/?p=showitem&ID=1701
Builders don't get stuck in trees, additional helper builders are created (the BuildSpeedPerMetalIncome setting in the xta_core.cfg is a bit low right now, so you might increase that and it'll build more builders) mod profiles are read from the spring file, and defense building. It can also read unit names with dashes and starting with a digit (WD required that).
Because it doesn't run very long, it's not really playable right now. I'll be debugging these issues after tuesday.
http://www.fileuniverse.com/?p=showitem&ID=1701
Yours doesnt come with a 0.65b2 version etc.
Mind if I repackage it with NTAI v0.25, a recompiled ZcAIn 0.02 and the spring.exe's with new GUI or ghosts switch and the recompiled GroupAI?
Some sort of skirmish AI package.......
I wonder if ghosted buildings switch has been added to the cvs yet.
Eitherway I frown upon a release simply to counter NTAI 0.25, I think you'd ahve bene better off waiting till a viable NTAI vs JCAI could have been done, which is impossible if it crashes after 10 mins.
Mind if I repackage it with NTAI v0.25, a recompiled ZcAIn 0.02 and the spring.exe's with new GUI or ghosts switch and the recompiled GroupAI?
Some sort of skirmish AI package.......
I wonder if ghosted buildings switch has been added to the cvs yet.
Eitherway I frown upon a release simply to counter NTAI 0.25, I think you'd ahve bene better off waiting till a viable NTAI vs JCAI could have been done, which is impossible if it crashes after 10 mins.
It isn't released simply to counter ntai, I had a number of improvements since the version that comes with spring. For example the support for names with dashes and digits.Eitherway I frown upon a release simply to counter NTAI 0.25, I think you'd ahve bene better off waiting till a viable NTAI vs JCAI could have been done, which is impossible if it crashes after 10 mins.
I also just wanted to release something so people see im working on it.
The skirmish AI package sounds nice, especially since I don't know how far away the next spring release is.
Now back to my triple integrals uggh
