NTAI 0.28.10 final - Page 2

NTAI 0.28.10 final

Here is where ideas can be collected for the skirmish AI in development

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Iax
Posts: 16
Joined: 17 Nov 2005, 06:51

Post by Iax »

The bug I get alot with this ai mod, especially in multiplayer like 2humans vs 2 ai or ffa, is that that NTAI commander just sits there sometimes and doesnt do anything at all.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

That's an engine bug, one that i think zaphod has made a fix for and uploaded to the cvs, so anyone with VS .Net has that sorted.

Otherwise NTAI still suffers from the engine problems that are the unreliable itnerface. Thigns such as the AI nto being told that a unit is idle so the unti sits there doing nothing, or being told there arent any units inrange when there are (this is whats breaking the attack code).

I'm going to do some mor experiments to see if this is also true of the modified version in the cheat interface.
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brainxp
Posts: 6
Joined: 18 Oct 2005, 18:42

Post by brainxp »

I briefly tested this AI last night on Metal Heck. It kicks butt--uh it kicks my butt. Keep up the good work. Looking forward to future updates.

I will test some more and see what I can find when I get home tonight.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

^_^

I'm adding mod support.

I ahve a workign Rhyoss mod ported from a previous attempt to port ti beforethe modswitcher that works good, and I've added basic rhyoss xect adn mynn support. But Xect and mynn crash udner a skirmish AI be ti xcain NTAI ro JCAI
daraknor
Posts: 40
Joined: 09 Nov 2005, 09:22

Post by daraknor »

I have a partiall project to get unit statistics and sort them. The API are clear but the main question would be, "what sort of data would you want returned to you?"
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Could I have a copy of that project? I fidn making build trees gets tedious when I'm searchign through a mod archive for names and checkign stats in fbi files
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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

Post by Veylon »

Don't the UnitDefs contain the build trees in them? I can't get at them, what with my STL woes, but you should be able to.

Anyway, if I'd remembered to bring the right disk, I would've uploaded the new OTAI. For now, though, I'll have to take NTAI and see how it handles some competition...
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AF
AI Developer
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Post by AF »

Or AAI.

I could do that, but I havent written what I needed just yet I've been going over AAI. It could also be done by asking the engine what commands the unti can take then calling untidefs of any command ID's less than zero (after multiplying by -1).
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

NTAI 0.28 Final

Download here

This is gonna be a big list of changelog...

Changelog from 0.27:

Mynn support
Xect support
TLL support
Arm support
Rhyoss support
Fixed attack code
counter attacking
Vastly improoved build tree
Fixed mex class (UW mex spots & scouting)
Missile Silos can stockpile and fire
Con unit stalling nearly eradicated
Ever increasing attack group sizes.
Ressurection and reclaimation
New task system
High trajectory support
Roam versus maneouvre support
Blobs showing what a unti is doing
Command blobs are scaled to the size of the unit
UW techtree additions
Better choice between solars and wind gens
Iax
Posts: 16
Joined: 17 Nov 2005, 06:51

Post by Iax »

That version you just posted does not work atall, on any map.

The game starts up, then it just hangs there, then the error in global ai box (contact ai maker) pops up. and im back in windows.

I tried atleast 5 maps (mars, brazilian battlefield...) and using AA Spring and XTA spring.

I even tried deleteing everything in the globalai folder and starting fresh, get the same error.
stisoas
Posts: 4
Joined: 02 May 2005, 11:04

Post by stisoas »

right , i tested, same error . globalai error
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

they're right actually
daraknor
Posts: 40
Joined: 09 Nov 2005, 09:22

Post by daraknor »

I wouldn't mind posting project if there was anything to post yet... which there is not. I am reverse engineering Veritas data format and work wants 5 more programs done tomorrow. Plus, gf is leaving country for a bit for immigration issues so I am swamped. Oh yeah, and I'm going to the local World Trade Center this week and I hope I don't sound like a dufus when I go so I am trying to prepare something.

Soon though... life should calm down again soon.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Quickfix:

Goto your aidll/globalAai fodler and create the folder "MEXCACHE". NTAI should burst itno life. I wasnt aware that it would crash if the fodler didnt exist.

Or...... Go downlaod the version I've just compiled and stuck in an installer.

*link in a moment*
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

whoa 91 downlaods all probably crashing AHK me bad

Downlaod here

To make up I've added a few improvements, and I changed the colour scheme for the logging.
Iax
Posts: 16
Joined: 17 Nov 2005, 06:51

Post by Iax »

thanks for hte quick fix.

One thing though, it cant seem to play 2v2 anymore.
I like playing coop with friend vs 2 bots, but if I put two NTAI on the same Ally then one of them does nothing.
this is in AA
Iax
Posts: 16
Joined: 17 Nov 2005, 06:51

Post by Iax »

ok, I did some more testing and it seems that NTAI just doesn;t like allys.

if its allied with anything it usualy just does nothing now.
It should just ignore allys, but otherwise act the same, so then it would focus on enemies.
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

nvm, had something but it didn't work.
edit:
What's with this cursor thing that's been showing up ever since the last couple versions?
Image

another edit:
Well first off, it'd be great if your AILog wouldn't build itself to 2 gigs. But program crashed today, me & ntai both arm vs ntai core on Comet Catchers running KuroTA .47
It turns into sorta like a mini virus, explorer trys to create a preview of a 2 gig html file and consumes pretty much all of your cpu power as well as making the file nearly impossible to delete until the preview is done.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Well to stop it generating a preview, select two files. Create an empty text file or something, select that, then select the debug thing with it. No HTML preview.
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

or Tools>Folder Options>Use Windows Classic Folders>OK
dunno used to have classic, gave a nice 98 feel, that sorta changed in 2000 or so, hmm, I still refuse to go xp though, might go win2k3 server though.
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