Skirmish AI: E323AI 3.22.4
Moderators: hoijui, Moderators
Re: Skirmish AI: E323AI 3.19.1
They were bored at the base
Actually the only problem i can think of which can lead to this issue is repairing stuff.
Actually the only problem i can think of which can lead to this issue is repairing stuff.
Re: Skirmish AI: E323AI 3.19.1
Well... I watched the orders for the last commander in the replay... and he seemed just to walk straight into death... started a kinda weird walk from his base into my defense line...
Anyways... I'd say it would be great if you could find something which would make the commander a little bit less suicidal... even though it was a boring battle there's no need to kill oneself
Anyways... I'd say it would be great if you could find something which would make the commander a little bit less suicidal... even though it was a boring battle there's no need to kill oneself
Re: Skirmish AI: E323AI 3.19.1
How do i make configs ?
Re: Skirmish AI: E323AI 3.19.1
Glad to see it works with NOTA now, now i've finally got an alternative to RAI's thin stream of units waddling towards their death.
That being said, the thing that stands out to me the most is it's disinterest in flak; only ever saw the enemy build a few mobile flak late into the game (and not a single stationary flak) after my ally had already a sizeable Luftwaffe blitzing their solars (it loved going after those) for a while. Admittedly that was but one game, I shall play some more over the weekend to see if this is a reoccurring issue.
There's categorization, which tells the AI what all the units do i.e. their role(s); then there's config which manipulates fundamental strategy over the course of it's economic rise, specifically unit group sizes, when to tech up, number of scouts and builders.
That being said, the thing that stands out to me the most is it's disinterest in flak; only ever saw the enemy build a few mobile flak late into the game (and not a single stationary flak) after my ally had already a sizeable Luftwaffe blitzing their solars (it loved going after those) for a while. Admittedly that was but one game, I shall play some more over the weekend to see if this is a reoccurring issue.
Have a look at the ones currently packaged with it to see how it's done, it has comments and things to tell you what it all means.elias79 wrote:How do i make configs ?
There's categorization, which tells the AI what all the units do i.e. their role(s); then there's config which manipulates fundamental strategy over the course of it's economic rise, specifically unit group sizes, when to tech up, number of scouts and builders.
Re: Skirmish AI: E323AI 3.19.1
This AI does not build anti-air defence yet.
Re: Skirmish AI: E323AI 3.19.1
And anti missle defence!
Re: Skirmish AI: E323AI 3.19.1
Version bundled with Spring 0.82.5 has some stall issues. Here is update (v3.22.3):
- changed filename generation for log file: now includes short mod name and contains only safe path characters
- fixed filename generation for pathfinder graph cached data: no more semi-qualified filenames like "-graph.bin"
- fixed possible temporary stall before the very first factory build (introduced in v3.22.2)
- fixed commander walking into enemy base on metall stall detection (probably)
- aircraft builders can always assist factories now, replacing ground assisters when limit per factory is reached; this is done to free factory exit in late game
- better metall stall and energy stall resolving; previous versions heavily depend on commander and also do not consider it can be dead
- fixed the problem when aircraft builders could not build some economy units (introduced in v3.21.2)
- partial tech 2 support for NOTA mod
Last edited by slogic on 08 Sep 2010, 02:12, edited 2 times in total.
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: Skirmish AI: E323AI 3.19.1
hmm having issues using this AI with NOTA.
no errors but the AI team just does nothing, tried normal mode, commander mode.
tried 3.22.2 and 3.22.3
the NOTA-categorization.cfg and NOTA-config.cfg are there in the AI/Skirmish/E323AI/3.22.3/configs dir
any ideas?
[ 0] Using mod NOTA v1.633
[ 0] <SkirmishAI: E323AI 3.22.2 (team 0)>: Logging disabled
[ 1] SkirmishAI (with team ID = 0) is using cheats!
[ 2] Skirmish AI "Bot1" took over control of team 0
[ 800] <SkirmishAI: E323AI 3.22.2 (team 0)>: *** E323AI 3.22.2 - High Templar (Sep 6 2010) ***
[ 800] <SkirmishAI: E323AI 3.22.2 (team 0)>: *** Error323 & Simon Logic ***
[ 800] <SkirmishAI: E323AI 3.22.2 (team 0)>: *** This A.I. mainly focusses on the XTA and BA mods ***
any ideas?
no errors but the AI team just does nothing, tried normal mode, commander mode.
tried 3.22.2 and 3.22.3
the NOTA-categorization.cfg and NOTA-config.cfg are there in the AI/Skirmish/E323AI/3.22.3/configs dir
any ideas?
[ 0] Using mod NOTA v1.633
[ 0] <SkirmishAI: E323AI 3.22.2 (team 0)>: Logging disabled
[ 1] SkirmishAI (with team ID = 0) is using cheats!
[ 2] Skirmish AI "Bot1" took over control of team 0
[ 800] <SkirmishAI: E323AI 3.22.2 (team 0)>: *** E323AI 3.22.2 - High Templar (Sep 6 2010) ***
[ 800] <SkirmishAI: E323AI 3.22.2 (team 0)>: *** Error323 & Simon Logic ***
[ 800] <SkirmishAI: E323AI 3.22.2 (team 0)>: *** This A.I. mainly focusses on the XTA and BA mods ***
any ideas?
Re: Skirmish AI: E323AI 3.19.1
Hm, i tested on previous version of NOTA and it was ok. Looks like the same issue as in CA: AI just exited silently for no apparent reason. I was too tied to investigate this.
PS. Just tested with 1.633. It is working for me (see image below). What map did you play?
PS. Just tested with 1.633. It is working for me (see image below). What map did you play?
- Attachments
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Last edited by slogic on 08 Sep 2010, 10:33, edited 1 time in total.
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: Skirmish AI: E323AI 3.19.1
figured it out!
it was the line endings on the NOTA-categorization file.
Didn't like the DOS line endings. Converting them to unix fixed it.
it was the line endings on the NOTA-categorization file.
Didn't like the DOS line endings. Converting them to unix fixed it.
Re: Skirmish AI: E323AI 3.19.1
Another update.
v3.22.4 [2010-09-08]
v3.22.4 [2010-09-08]
- full tech 2 support for NOTA mod (from technical point of view)
- fixed NOTA config file so tech 2 vehicles start being built (for ARM side only, CORE side is not updated at all)
- converted NOTA config file from DOS into UNIX text format
- fixed grouping of different types of units (air vs ground) if single factory can build both of them (Conflict Terra features this)
- fixed epic very old bug which made some types of units do not move because no path graph was calculated for them (this bug revealed in Conflict Terra only for kbots)
- added building multiple factories of the same type if they can't be assisted
- Attachments
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- e323ai-3.22.4-win32-release.zip
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Last edited by slogic on 14 Oct 2010, 10:55, edited 1 time in total.
Re: Skirmish AI: E323AI 3.19.1
E does not seem to want to build the AA turret. But it did destroy all other AI's for ct. Keep on the fantastic work.
Re: Skirmish AI: E323AI 3.19.1
I've tried this last version and so far I haven't survived against three AI's... guess I need to work on my tactics (BA 7.18)
Re: Skirmish AI: E323AI 3.19.1
slogic, maybe it would make sense to start a new thread (and link to this thread), so you would be able to edit the first post and the name of the thread, when releasing new versions.
Re: Skirmish AI: E323AI 3.19.1
Well, generally i need discussion thread and news thread. For news i can use "Latest AI Release Versions" thread. For discussion current one (and for beta versions may be?). What do you think?
Re: Skirmish AI: E323AI 3.19.1
Can't believe it :) For several last versions there were no real massive tactics improvement. Anyway, you can low difficulty for now (SpringLobby supports AI options).Zydox wrote:I've tried this last version and so far I haven't survived against three AI's... guess I need to work on my tactics (BA 7.18)
Currently I'm thinking about refactoring to defense matrix layers to implement antiair and antinuke abilities.
Re: Skirmish AI: E323AI 3.19.1
Well, when I won against the prev. version, it was only because all three commanders walked into my defensive lineslogic wrote:Can't believe it :) For several last versions there were no real massive tactics improvement. Anyway, you can low difficulty for now (SpringLobby supports AI options).Zydox wrote:I've tried this last version and so far I haven't survived against three AI's... guess I need to work on my tactics (BA 7.18)
Currently I'm thinking about refactoring to defense matrix layers to implement antiair and antinuke abilities.
Re: Skirmish AI: E323AI 3.19.1
Yeah, they could walk for metal there.
Re: Skirmish AI: E323AI 3.19.1
Sgt Doom wrote:Glad to see it works with NOTA now, now i've finally got an alternative to RAI's thin stream of units waddling towards their death.
That being said, the thing that stands out to me the most is it's disinterest in flak; only ever saw the enemy build a few mobile flak late into the game (and not a single stationary flak) after my ally had already a sizeable Luftwaffe blitzing their solars (it loved going after those) for a while. Admittedly that was but one game, I shall play some more over the weekend to see if this is a reoccurring issue.
Have a look at the ones currently packaged with it to see how it's done, it has comments and things to tell you what it all means.elias79 wrote:How do i make configs ?
There's categorization, which tells the AI what all the units do i.e. their role(s); then there's config which manipulates fundamental strategy over the course of it's economic rise, specifically unit group sizes, when to tech up, number of scouts and builders.
The new version work much better but still seems to ignore the categorization file
and build one to three type of units in most factories.
Re: Skirmish AI: E323AI 3.19.1
It is your mod sucks. Check the build tree, i told you and i don't like to repeat.