Was green AI (in the left top corner) also E323AI? Its behaviour is weird.
PS. This is because it built factory upon metal spot. Hope Error323's build map development will fix this.
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Yeah, all four were E323 AI's... first time I've seen it done something like that though...slogic wrote:Was green AI (in the left top corner) also E323AI? Its behaviour is weird.
PS. This is because it built factory upon metal spot. Hope Error323's build map development will fix this.
Config files for CA: http://trac.caspring.org/browser/trunk/AI/E323AIslogic wrote:>> In CA...
At current stage I personally don't care about CA, because it uses plain tech tree which needs another approach in AI planning. Also no config files for CA are deployed with AI.
Yes. Each factory type should have separate tag. There are: KBOT, VEHICLE, AIR, SEA, HOVER (moreover, SEA & AIR tags are overlapped with unit environment tags). So, the only way to force AI to build more than one KBOT factory is to assign them different tech levels (as you did). Also there is hardcoded limit to 3 tech levels.SirMaverick wrote:...When I tried to make all factories t1 it always just build one type of vehicles and kbots. Is that a limitation that E323AI doesn't expect e.g. 2 lvl1 vehicles factories?
Refactoring is going which is very boring, so i can't promise any ETA. AI needs task queues support as human needs oxygen.Zydox wrote:Soo... Anything new happening in the E323 land?
I would like not to fulfill this thread with discussion of bonuses or negative factors of task queues. We just need a tool to make AI behaviour more versatile and easy understandable even by AI developers. Original design is: one goal and some quick hacks (enemy scan, resource scan, repair scan) while target is moving to its goal depending on unit group type. I can't issue with ease behaviour like attack then retire to the base, or, _insert_ new order for builder like reclaiming enemy unit (which attacked a builder) while it was constructing some building.AF wrote:While I would normally be in support since I appear to be the most excessive proponent of task queues in AIs in this community, Im curious what alternatives you've discussed and your justification? It's unusual that one should do this since it has only happened once before in this AI community with OTAI and veylon
I did not find any difference in the AI on spring 0.82.x. Normally play 2 AIs on maps like Comet Catcher. Still not that hard to beat.Zydox wrote:I've tried the last version provided in the installer, and I must say that the AI has become much harder to beat :)
Though, if you look at the attached replay... the commander handling needs some tweaks :)
That's ok... but the fact that all three commanders ended the game by walking into my defence line is what's bothering me :)slogic wrote:Zydox, you were cheating with dragon teethAI too stupid to reclaim them or move around. Anyway, there was a bug in BA config file for Core aircraft plant.