Skirmish AI: E323AI 3.22.4
Moderators: hoijui, Moderators
Re: Skirmish AI: E323AI v3.16.0 - High Templar
I just played small devide with 2 AIs (3.14.5) and it worked. Although the AI seems to build things too close together and bottle necks his units. He also did not build any air units or aa defence (although that's probly not implemented yet I guess) or nanos.
Here's a crash i've been getting a lot with the new version.
Here's a crash i've been getting a lot with the new version.
- Attachments
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- infolog-E323-3.16.0-spring-0.81.1.3.txt
- (24.86 KiB) Downloaded 111 times
Re: Skirmish AI: E323AI v3.16.0 - High Templar
I have installed spring on a few windows 7 boxes in the default dir and then tried to manually extract the latest spring lobby and it got access denied. how funny is that ("No, you cannot write to your own files that you just put there")Error323 wrote: P.s. This version was compiled with a new crosscompiler. Also some beta testers had problems with their windows 7 read/write rights, so be warned.

Re: Skirmish AI: E323AI v3.16.0 - High Templar
hint: first extract the files to the desktop, and then copy them manually to Progtam Files. Then it actually bothers to ASK if you want to copy those files..
And I agree.. it is ridiculously stupid. But what do you expect? It is microsuck!
And I agree.. it is ridiculously stupid. But what do you expect? It is microsuck!

Re: Skirmish AI: E323AI v3.17.0 - High Templar
E323AI v3.17.0 - High Templar
Changelog:
E323AI BUGS: Issues
E323AI SRC: Github
Howdy everybody, we have a new version of the AI for you. It has been tested on windows and linux using various maps. The windows dll file has been compiled by Slogic, not my failing crosscompiler, therefore it should work!
Aside from this we also started using a bugtracker which can be found here. A few words on that:
- Error323 & Slogic
Changelog:
- fixed zero sized cache files under Windows
- more stable on loading graph cache data
- compatible with /aikill and /aicontrol commands
- fixed a crash when unit was given to AI
- graph calculation correction
- comm sharing support
- other minor fixes
E323AI BUGS: Issues
E323AI SRC: Github
Howdy everybody, we have a new version of the AI for you. It has been tested on windows and linux using various maps. The windows dll file has been compiled by Slogic, not my failing crosscompiler, therefore it should work!
Aside from this we also started using a bugtracker which can be found here. A few words on that:
- You need a github account
- Be thorough in your description
- Keep it in english
- Add the E323AI log and infolog.txt files via gist
- Error323 & Slogic
Re: Skirmish AI: E323AI v3.17.0 - High Templar
3.17.0 is a big improvement. I just played a game with one AI and it not only worked but seems to keep up the presure better. If it started to build nanos about 10 minutes in it would be dangerous.
Playing this mod with the default 500 unit limit does not work so well because it builds so much T1 stuff and after a while stops attacking (because unit limit is reached).
Playing this mod with the default 500 unit limit does not work so well because it builds so much T1 stuff and after a while stops attacking (because unit limit is reached).
Re: Skirmish AI: E323AI 3.17.0
Crash, playing with 3.17.0 with 3 bots. I don't have any further information... except that I'm angry that there is no save feature 

- Attachments
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- infolog.txt
- (19.78 KiB) Downloaded 116 times
Re: Skirmish AI: E323AI 3.17.0
Can you give me the log of E323AI aswell? This is too little information to conclude anything.
Re: Skirmish AI: E323AI 3.17.0
Sorry, I wasn't aware that there are specific AI logs, too. Can I pack them as ACE or RAR? They're 10 megs...
Re: Skirmish AI: E323AI 3.17.0
Yes please. I'll see if I can reduce them, lots of information lines on Idle units I bet.
Re: Skirmish AI: E323AI 3.17.0
Yep I think so 
btw: I'm not sure if there were any speedups since 3.14.5 which I'm using now again... but I played with 3 E323 bots now and after about 40 minutes my game became a diashow. I know it has to do with the graphics, too, but the whole scene seemed to be heavy on the processor. I know this isn't OTA but there I could play with 6 bots and saw nearly no slowdown at all even after a whole hour. Is there anything I or you can do? Before it started to go down to 1 FPS there were regular "peaks" (or I should say "FPS lows") where the game stops for about a second and runs normal after that...
edit: I got the same crash now with only AAIs. Maybe it has something to do with the engine?

btw: I'm not sure if there were any speedups since 3.14.5 which I'm using now again... but I played with 3 E323 bots now and after about 40 minutes my game became a diashow. I know it has to do with the graphics, too, but the whole scene seemed to be heavy on the processor. I know this isn't OTA but there I could play with 6 bots and saw nearly no slowdown at all even after a whole hour. Is there anything I or you can do? Before it started to go down to 1 FPS there were regular "peaks" (or I should say "FPS lows") where the game stops for about a second and runs normal after that...
edit: I got the same crash now with only AAIs. Maybe it has something to do with the engine?
- Attachments
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- logs.rar
- (299.72 KiB) Downloaded 13 times
Re: Skirmish AI: E323AI 3.17.0
give infolog.txt of AAI to pls (or next time, if you do not have it anymore).
Re: Skirmish AI: E323AI 3.17.0
Here are the AAI logs. I hope it's okay I'm posting this here. If not I will move over to an AAI thread.
edit: Now as zip, too.
edit: Now as zip, too.
- Attachments
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- log.zip
- (2.88 KiB) Downloaded 12 times
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- AAI log.rar
- (2.63 KiB) Downloaded 13 times
Re: Skirmish AI: E323AI 3.17.0
WTF #1: five anti-air kbots trying to attack land target (mine at upper-left corner).

WTF #2: 3 mines at one spot, and only one can work. Why to build mines on occupied spot?


WTF #2: 3 mines at one spot, and only one can work. Why to build mines on occupied spot?

Re: Skirmish AI: E323AI 3.17.0
Yeh, a big problem with this AI is it spams AA in BA because it think's they attack ground like XTA or w/e.
Re: Skirmish AI: E323AI 3.17.0
@Abaddon
You can play with 10 bots? How is your game running? Does it lag much or do you have a powerful computer? I have a 3700+ AMD and I get problems even with 3 bots...
You can play with 10 bots? How is your game running? Does it lag much or do you have a powerful computer? I have a 3700+ AMD and I get problems even with 3 bots...
Re: Skirmish AI: E323AI 3.17.0
when it spams anti-air in BA, that means the config file is fucked up (eg, you got the wrong one). somehow CMake seems to do a bad job there.. too many people end up with bad config files.
the multiple mexes per spot thing has been fixed in master by slogic, both in KAIK and in this AI. it still can happen, but will happen much less often. RAI and AAI still fail there too, if i am right.
the multiple mexes per spot thing has been fixed in master by slogic, both in KAIK and in this AI. it still can happen, but will happen much less often. RAI and AAI still fail there too, if i am right.
Re: Skirmish AI: E323AI 3.17.0
AndiNo, you use Spring 0.81.1.2
there is a Spring 0.81.1.3 availble. might or might not affect your issue, but latest is worth a try.
there is a Spring 0.81.1.3 availble. might or might not affect your issue, but latest is worth a try.
Re: Skirmish AI: E323AI 3.17.0
I haven't seen any change that affects speed in any way, but I downloaded the newest version and will try it within the next days...
Re: Skirmish AI: E323AI 3.17.0
It's lag much. CPU load Ôëê40%, but short freezes every second makes it not playable. CPU - i7 975@4GHz.AndiNo wrote:@Abaddon
You can play with 10 bots? How is your game running? Does it lag much or do you have a powerful computer? I have a 3700+ AMD and I get problems even with 3 bots...
Re: Skirmish AI: E323AI 3.17.0
Yeah I get this all the time, too. Is that how the AI works or is there something not right that causes these regular freezes?