AAI v0.2 Test release
Moderators: hoijui, Moderators
AAI v0.2 Test release
Finally i think the time has come to release the first version of AAI. Please note that it's a test release, which means that i haven't tested it a lot yet. I guess it's better to do a public test.
Hopefully, all crash bugs have been fixed. If you notice any crashes, strange behaviour etc, please have a look at the AAI_log.txt first before contacting me.
Also please read the readme in advance since there are some things that have to be taken care of.
Have fun and happy testing,
Alex
AAI v0.24b2:
http://www.fileuniverse.com/?p=showitem&ID=1919
Edit:
AAI v0.20 source:
http://www.fileuniverse.com/?p=showitem&ID=1890
Hopefully, all crash bugs have been fixed. If you notice any crashes, strange behaviour etc, please have a look at the AAI_log.txt first before contacting me.
Also please read the readme in advance since there are some things that have to be taken care of.
Have fun and happy testing,
Alex
AAI v0.24b2:
http://www.fileuniverse.com/?p=showitem&ID=1919
Edit:
AAI v0.20 source:
http://www.fileuniverse.com/?p=showitem&ID=1890
Last edited by submarine on 02 Dec 2005, 11:39, edited 4 times in total.
Exellent AI
Best ive eva played so far.
The firat attack wave was good but when the AI was preparing a Second wave All the units were sqashed and all jumbled up becayse they were stuck between the buildings around them.
When i attacked the Ai it resulted in an unexpected Error then booted me back to the battle room.
So far its good i am inpressed Keep up the good work

The firat attack wave was good but when the AI was preparing a Second wave All the units were sqashed and all jumbled up becayse they were stuck between the buildings around them.
When i attacked the Ai it resulted in an unexpected Error then booted me back to the battle room.
So far its good i am inpressed Keep up the good work
Nice, for a moment I got scared seeing it build a bunch of level 2 units in the first wave :)
It crashed when I killed the commander though...
Maybe it's a good idea to enable line numbers as debug information in the release, so people can send you debug reports.
That brings me to another point (not related to AAI), right now it's not possible to see if it crashed in the AI or in spring itself (for the user at least), so I think that it would be good if I let spring throw the exception again after crashing in the AI and showing a "Global AI crashed" message...
It crashed when I killed the commander though...
Maybe it's a good idea to enable line numbers as debug information in the release, so people can send you debug reports.
That brings me to another point (not related to AAI), right now it's not possible to see if it crashed in the AI or in spring itself (for the user at least), so I think that it would be good if I let spring throw the exception again after crashing in the AI and showing a "Global AI crashed" message...
hmm, what exactly happens?does ta spring engine throw an ai exception?
i'lll try to figure out whats wrong
i sometimes have really nasty crashes (blue screen, computer reboots) when big things get killed like commander, fusion plnat, nuke etc. but i thought this would be rather a bug in the engine because it didnt throw any exceptions..
i'lll try to figure out whats wrong
i sometimes have really nasty crashes (blue screen, computer reboots) when big things get killed like commander, fusion plnat, nuke etc. but i thought this would be rather a bug in the engine because it didnt throw any exceptions..
i hope i fixed that bug; aai crashed when a factory which had currently been building units was destroyed...
AAI v0.22:
http://www.fileuniverse.com/?p=showitem&ID=1895
AAI v0.22:
http://www.fileuniverse.com/?p=showitem&ID=1895
i have few suggestions that might make the ai better...
1.) it should expand more (very important cause it doesnt have resources to build units cause it doesnt expand *u probably know all these stuff allready*)
2.) scouting should be done with planes at some point
3.) and it would be cool if u could make it not go over lvl1 or lvl2 or lvl3 or something and that could be determined in the cfg files...
1.) it should expand more (very important cause it doesnt have resources to build units cause it doesnt expand *u probably know all these stuff allready*)
2.) scouting should be done with planes at some point
3.) and it would be cool if u could make it not go over lvl1 or lvl2 or lvl3 or something and that could be determined in the cfg files...
damn double post.
Anyways I went over the code, I might just point out a few pros and cons atm from my first real look,
I'm impressed by the simplicity. Your AI is a simple machine that does its job, I dont see any highly complex workings out in there or troublesome stuff. I see where you've taken inspiration from zaphod. I also see a building algorithm that prooves to me that the algorithm TAI 0.1 would work if implemented in NTAI. Though I see it evolved from Zaphod who used a similair style, it is more similair than ever.
Your AI has no exception handling, and it cannot deal with mods with 3 races, take away your dependency on the side variable, it'll hamper you in the future when you try to add support for units an ally gives you of a different race, or capture of units or mod support. Construction units dither when they've finished building for several seconds...
Your attack code works well, you dont mind me creating a similair system in NTAI?
And any bugfixes I send to you, I dont want a repeat of cains metal class again ^_^
Anyways I went over the code, I might just point out a few pros and cons atm from my first real look,
I'm impressed by the simplicity. Your AI is a simple machine that does its job, I dont see any highly complex workings out in there or troublesome stuff. I see where you've taken inspiration from zaphod. I also see a building algorithm that prooves to me that the algorithm TAI 0.1 would work if implemented in NTAI. Though I see it evolved from Zaphod who used a similair style, it is more similair than ever.
Your AI has no exception handling, and it cannot deal with mods with 3 races, take away your dependency on the side variable, it'll hamper you in the future when you try to add support for units an ally gives you of a different race, or capture of units or mod support. Construction units dither when they've finished building for several seconds...
Your attack code works well, you dont mind me creating a similair system in NTAI?
And any bugfixes I send to you, I dont want a repeat of cains metal class again ^_^
take it as long as you
(a) give me a credit
(b) (more important) stop talking so much about "advanced techniques" unless the basic things work :)
btw: i never looked at jcai - i prefer to write things on my own...
the only thing i really didnt want to on my own is the search for metalspots, if you have a better version of cain's class please email me...
has anyone noticed crashes with aai v.022 so far?
(a) give me a credit
(b) (more important) stop talking so much about "advanced techniques" unless the basic things work :)
btw: i never looked at jcai - i prefer to write things on my own...
the only thing i really didnt want to on my own is the search for metalspots, if you have a better version of cain's class please email me...
has anyone noticed crashes with aai v.022 so far?
hmm, I use the last version fo metalhandler that cain released to the public with a few tweaks I made. I see AAI and JCAI use metalspot and they arent nearly as complex as the latest version.....
And there's nought wrong with advanced techniques, you've got a nice simple layout that does the job better than any complex heap of junk. Be glad with the skeleton, it looks pretty to read.
And there's nought wrong with advanced techniques, you've got a nice simple layout that does the job better than any complex heap of junk. Be glad with the skeleton, it looks pretty to read.