AAI 0.4 released
Moderators: hoijui, Moderators
Also, i noticed crashes when running it on AA 1.35s.
It seems a bit map dependend, but it crashes on "clearaditch" about 20 minutes into the game...
But one thing i really love is that this is the first ai i ever saw to make sensible defense placements.
On desert dunes, an ai starting in the corner, being attacked from the south in the game before, build right in th beginning defenses towards the south. After an attack from the west, it responded by building up defenses there, too.
Btw: does the non-existant expansion also fall under the "no econoimic model"? As it seems the ai never tries to build on mexes more then 1 or 2 mapunits from the startpos, and generally doesnt try to spread across the map.
It seems a bit map dependend, but it crashes on "clearaditch" about 20 minutes into the game...
But one thing i really love is that this is the first ai i ever saw to make sensible defense placements.
On desert dunes, an ai starting in the corner, being attacked from the south in the game before, build right in th beginning defenses towards the south. After an attack from the west, it responded by building up defenses there, too.
Btw: does the non-existant expansion also fall under the "no econoimic model"? As it seems the ai never tries to build on mexes more then 1 or 2 mapunits from the startpos, and generally doesnt try to spread across the map.
I just played Absolute Annihilation 1.35 game with 3 AAI in map "Eurogreen". All AI's had built lots of metal extractors and then stopped doing anything. One of those AI's built 1 solar and 21 mexes. LOL
I can send you log from this game if you want.
I also tried to play AAI in mod The Lost Legacy 1.04 and it always crashed at the beginning. I tried various maps (Omega, Mars, Small Divide) but it crashed when the game starts.
Btw sorry for my English, i hope you understand what I mean.
I can send you log from this game if you want.
I also tried to play AAI in mod The Lost Legacy 1.04 and it always crashed at the beginning. I tried various maps (Omega, Mars, Small Divide) but it crashed when the game starts.
Btw sorry for my English, i hope you understand what I mean.
yep thats it :)IMSabbel wrote: Btw: does the non-existant expansion also fall under the "no econoimic model"? As it seems the ai never tries to build on mexes more then 1 or 2 mapunits from the startpos, and generally doesnt try to spread across the map.
you can increase MAX_BASE_SIZE in the mod cfg-file (iirc 5 by default) but this will have some negative side effects:
aai will place its defences only at the borders of its base and it will use its commanders to build things all over its base, so the greater the base the more likely the comm. walks into enemy lines...
Playing versus 3 AAI bots I suffered waves of simultaneous 3-way team assaults, both with ground units and air support.
Very impressed - even with the diversion of resources to attack 0,0 bug - at the job the AI's did. They kept me bottled up on a hill, on the Plains and Passes map.
Unfortunately Spring crashed as another massive triple assault wave was closing in...
Very impressed - even with the diversion of resources to attack 0,0 bug - at the job the AI's did. They kept me bottled up on a hill, on the Plains and Passes map.
Unfortunately Spring crashed as another massive triple assault wave was closing in...
However only some ai's seem to be pushing spring crashes , and lets not forget that not all the spring code has checks and therefore an ai misscoding can generate engine crashes (ive seen it myself on my ai).submarine wrote:my fixed version ran stable for nearly two hours (2 vs 2 on comet catcher) before finally spring crashed. none of the crashes i observed that evening occurred in aai's code (debugger reported crashes in other dlls) so i assume it's spring that crashes the game
agreed, but its very hard to find bugs caused by sending wrong data to the interface. until now most aai crashes have been related to wrong adresses (array out of bound exceptions, deleted pointers were another class sharing this pointer had not been informed and so on)
but for me ta spring crashed in human vs human as well (especially when major battles take place)
but for me ta spring crashed in human vs human as well (especially when major battles take place)
In human vs human ive played hundreds of hours and have noticed very few crashes lately, and with your previous ai versions i did notice quite some engine crashes.submarine wrote:agreed, but its very hard to find bugs caused by sending wrong data to the interface. until now most aai crashes have been related to wrong adresses (array out of bound exceptions, deleted pointers were another class sharing this pointer had not been informed and so on)
but for me ta spring crashed in human vs human as well (especially when major battles take place)
Try making some mad testing in VS or another compiler running the spring there so that u can get those crashes and see what func's are receiving wrong values . (ive done quite some times and its very easy to figure the problme that way)
lol what do you think i'm trying to do?Chocapic wrote: Try making some mad testing in VS or another compiler running the spring there so that u can get those crashes and see what func's are receiving wrong values . (ive done quite some times and its very easy to figure the problme that way)
of course im using vs.net debugger but the debugger tells me the crashes happen somerwhere in spring not in aai - at least the last ones, there are probably more aai bugs i havent come across yet.
vs.net can only offer me a disassembly of the lines where it crashed but this is not very useful for me:)
Most of the times that it crashes in spring for me its in some spring funcs or some c++ libs where i can atleast have an idea where it was as i have access to the callstack and so!submarine wrote:lol what do you think i'm trying to do?Chocapic wrote: Try making some mad testing in VS or another compiler running the spring there so that u can get those crashes and see what func's are receiving wrong values . (ive done quite some times and its very easy to figure the problme that way)
of course im using vs.net debugger but the debugger tells me the crashes happen somerwhere in spring not in aai - at least the last ones, there are probably more aai bugs i havent come across yet.
vs.net can only offer me a disassembly of the lines where it crashed but this is not very useful for me:)
Im not saying its allways straight forward to see where the bug is but most of the times it isnt very hard , and i thought you werent do that.
But if you are thats the way

2 errors I've noted, both AI related possibly but Spring caused essentially.
Selecting units the AI has given commands to to change to high trajectory:
If you tell the itnerface to change all AK's traj setting to high traj only, it works! No visible effect, hwoever if you then select the AK the game crashes. Go take cotnrol fo NTAI 0.29a and try to select a thud, adn you'll se eit happening but it doesnt affect you if you just pay against it.
Printscreen:
Sometimes it crashes instantly on pressing f12, but onyl if I'm runngin an AI for some reason.
Units pushing other units:
A unti pushes another unit out of the way if ti is blocking a path, it even pushes untis that arent finished building, and whatsmroe ti pushes them off the map, causing crashes when they try to execute commands ro printscreens, (especially prominent on a game of NTAI test build 5 nanoblobz v0.1, where I had mistakenly made con bots progress northwards building and they got in a jam at the top and started pushing units off map.
Selecting units the AI has given commands to to change to high trajectory:
If you tell the itnerface to change all AK's traj setting to high traj only, it works! No visible effect, hwoever if you then select the AK the game crashes. Go take cotnrol fo NTAI 0.29a and try to select a thud, adn you'll se eit happening but it doesnt affect you if you just pay against it.
Printscreen:
Sometimes it crashes instantly on pressing f12, but onyl if I'm runngin an AI for some reason.
Units pushing other units:
A unti pushes another unit out of the way if ti is blocking a path, it even pushes untis that arent finished building, and whatsmroe ti pushes them off the map, causing crashes when they try to execute commands ro printscreens, (especially prominent on a game of NTAI test build 5 nanoblobz v0.1, where I had mistakenly made con bots progress northwards building and they got in a jam at the top and started pushing units off map.