No, the engine update doesnt affect it, especially since I dont use the lobby to start AI games.
Any AI that worked on 0.66 will work on any newer version of spring released afterwards. If it crashes at startup now, it'll crash at startup on every other engine version. Unless you're playign small divide and you're using the engien itnerface closestbuildsite to palce buildings.
MyAI v 0_0_4
Moderators: hoijui, Moderators
I know it's not playable, but I play tested it vs empty ai on 4 castles XTA v0.66 SE Spring 0.67b3 with MyAI_0_0_4b playing as arm vs empty ai through the battleroom on the local host. at 43:29 an unknown error messege popped up (I could not see it becasue the it was hidden behind the last scene from ta spring) I pressed enter so that I could quit. apparently it did quit becaus my cursor would change as I moved it around but the screen still looked like in game. So I had to restart the comp.
Before the game died on me the AI was at level 2 kbot, vehicle and air and was building masses of energy buildings and moble fusions. Would you like the log?
Before the game died on me the AI was at level 2 kbot, vehicle and air and was building masses of energy buildings and moble fusions. Would you like the log?
I ran the replay and I encountered a "spring.exe has commited an error and needs to close" windows pop up at around the same time that the game died out.
AI log http://rapidshare.de/files/9661801/log_1.txt.html
It looks like it doesn't care about terrain when planning a base layout, it build a vehical plant with the opening facing into a wall (4 castles) and the commander kept getting stuck without giving off an error message or a "could not reach destination" while it was trying to build something on top of the castle from the ground on the outside. It seems pretty good with building buildings with its construction units, but most of the level 1 factries seemed to build only 1 con unit and then turn off.
IT started its base in the upper left castle, filled the upper left corner of it and then expanded to the right until it was outside the upper right castle. Then it expanded up. No base defences, no offensive units, no worrying about the dorment empty ai com.
Anyway about mex placement, it started by putting two right next to eachother but it was pretty spart about it after that.
I'm not really knowlegable about the workings of the program so I have ne clue why it crashed in such a way as to make a restart necessary.
AI log http://rapidshare.de/files/9661801/log_1.txt.html
It looks like it doesn't care about terrain when planning a base layout, it build a vehical plant with the opening facing into a wall (4 castles) and the commander kept getting stuck without giving off an error message or a "could not reach destination" while it was trying to build something on top of the castle from the ground on the outside. It seems pretty good with building buildings with its construction units, but most of the level 1 factries seemed to build only 1 con unit and then turn off.
IT started its base in the upper left castle, filled the upper left corner of it and then expanded to the right until it was outside the upper right castle. Then it expanded up. No base defences, no offensive units, no worrying about the dorment empty ai com.
Anyway about mex placement, it started by putting two right next to eachother but it was pretty spart about it after that.
I'm not really knowlegable about the workings of the program so I have ne clue why it crashed in such a way as to make a restart necessary.