NTai XE10.1b - Page 4

NTai XE10.1b

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

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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

Post by Veylon »

I'm kind of late to jump in here, but I must say I noticed that your AI now uses High Trajectory. Very nice, I should've thought of that! It probably makes my DT building pretty useless, though...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

High trajectory comes at a cost.

If you take control of NTAI manually using .cheat .team 1, then things are ok, but if you select a unit that has high trajectory turned on by the AI then it crashes the spring engine, probably a bug with the GUI.

That and NTAI just sticks a unit on high traj if it can use it automatically, which was a quickfix, I guess in the next major release I should tweak ti to change betwee high and low depending on the target, among other minor improvements such as fast units circling the enemy
Master Jal
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Joined: 25 Dec 2005, 06:40

Post by Master Jal »

odd when i play all ntai dos is sit thair. or sends its commander into my base
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Have you sent me ailogs? It isnt very helpful just saying that.

You're probably playing on a very strange map, or on a mod that isnt supported. That or I need ailog.txt.

Was the nearest mex to the commander in your base?
Master Jal
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Joined: 25 Dec 2005, 06:40

Post by Master Jal »

The mod i was playing was AA 1.42

the map was all the maps i have tried it on.


and AI logs i cant find them :?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

There's no native NTAI support for AA, any gameplay you get out of it is simply because it's OTA absed and AA Core shares a lot of unitnames with XTA Core.

Also AILogs are always in the same place c:\program files\taspring\ailog.txt
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Veylon
AI Developer
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Joined: 21 Sep 2005, 19:45

Post by Veylon »

Referring back to the beginning with the units-stuck-in-factories problem: I wonder if I it so that scouts are sent into enemy factories just to block them up.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

hmmm, I could do that rather easily ....
Stregone
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Joined: 27 Jan 2006, 21:03

Post by Stregone »

Where should I send the logs when I get a crash?
So far I haven't been able to get through a single game without an ai crash :(
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Stregone
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Joined: 27 Jan 2006, 21:03

Post by Stregone »

Alrighty, send 'em off.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I think I'll release a 0.29b tomorrow.
Andrew_Jay
Posts: 4
Joined: 31 Jan 2006, 16:58

Re: Testing

Post by Andrew_Jay »

alaney3 wrote:I am sorry to report that I Just tryed out your recent Ai verson using XTA mod on the following maps of Evergeenhaven, Foothills and Mars. From the start of each game I continually got delayed sync and no sync responces and made it unplayable.
I get the sync error too when playing the AA 142S Mod, but I figured that that's to be expected, since it's a mod.

However, every game I've played with 0.29 (with the plain vanilla TA: Spring Mod) has crashed with an exception in the globalai.dll.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

hmm, eitherway I ahve 0.29b here which I'll release soon today
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Stregone
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Joined: 27 Jan 2006, 21:03

Post by Stregone »

I'm still getting globalai.dll exception crashes :( its happening with ALL AI's as far as I can tell though.
kvdd
Posts: 25
Joined: 27 Jan 2006, 23:44

Post by kvdd »

when i use NTAI_0.29.dll for bots, with Absolute Annihilation: Spring 1.42S, then the bots make a much mills and metal extractors, and 10 Kbots or so.
They dont build a strong army, very @#$%^&* to me :)

THEY ARE NOT STRANGE!

If i play XTA 0.66 then i have a good enemey, and it plays fine.

How can it be?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Af has yet to venture into AA land, however he has been sitting in XTA core land for a while now.

NTAI uses the same approach on all OTA based mods, so it will play well on XTA core, but it will play in exactly the same way on AA Core and OTA Core, even if the buildtree needs tweaking or builds things that wouldnt make sense outside of XTA.

Of course I've been saying for a while now that i could use some help with ti but nobody has even told me "perhaps if NTAI did this udner AA or it'd be better off building mroe fo x unit", but alas the onyl comments I get are the sort "it doesnt work on AA" or "it plays this well and that bad on AA", or "it wotn work properly, I was playign udner this map on AA"

Which all means tragedy for the AA gamers =(

I could add AA specific parts to the buildtree but I wouldnt know what to add....
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Triaxx2
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Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Yes, AF is a very scary person when AF talks about himself in the third person.

You really need someone to run through the game, and watch NTAI play AA, so you can correct the build order. I'd say have them record a demo, and write up a short report of how it could play better, along with the names of the units.

Mind you, you'd have to find someone to do this.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

well AF ive finally made my mind and download the last version u uploaded to see what it does already, and it does pretty nice :-)
It build small outpost with factories all producing and stuff, has a nice defense with its units, however it doesnt dgun or does it ? i thought i had heard it out there that it did dgun but i saw no dguns what so ever.
does it support water maps ?
its very nice that it supports all mods! (or so i think, tried 3 mods with it)
you should look over nanostalling issues
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