Fleabowl 1.0

Fleabowl 1.0

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Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Fleabowl 1.0

Post by Gnomre »

Fleabowl 1.0
By Gnome, and Noruas kind of, based on Fleabowl by Quitchy
http://wormhole.tauniverse.com
http://www.fileuniverse.com

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This mod is based on the ever popular Fleabowl AI made by Quitchy for Total Annihilation. In this mod, you can only build basic energy and metal structures, KBot Labs, Construction KBots (to build more of the aforementioned items), and of course, Fleas.

Following tradition, that's strictly all Fleabowl 1.0 allows. However, the game has been taken to the next step, to include AKs for the Core, with stats made comparable to the Flea. The two differ slightly in cost, range, armor, damage, and speed, so choose wisely. To use this mode, choose "Fleabowl" or "AK Bowl" from the faction list after choosing "Fleabowl 1.0".

Part of the fun of Fleabowl, though, was facing endless hoards of Fleas while building a delicious base to destroy them in hundreds of different ways. To cater to this, the mod also comes with non-restricted versions of the factions. To use this mode, first choose "Fleabowl 1.0 NR" from the mod list, then simply choose the standard Arm or Core side in the list for yourself, and either "Fleabowl" or "AK Bowl" for the teams you want to spam you. Just never choose those two sides for yourself, as they are designed for AI use *only*. There's a bonus for people who decide to be cruel to these poor fleas by playing the unrestricted mode :)

At the time of writing this (02-02-2006), I can't figure out how to get any Spring skirmish AIs to work. I'm sure they'll start packaging compatibility soon enough anyway.

To recap what I just said, the four sides you can choose are:
1) Arm -- the standard Arm OTA buildtree
2) Core -- the standard Core OTA buildtree, however AKs are still nerfed to Flea levels. Like anyone will care.
3) Fleabowl -- FOR AI USE ONLY WHEN USING NO RESTRICTIONS -- Designed for use when a player is Arm or Core
4) AK Bowl -- FOR AI USE ONLY WHEN USING NO RESTRICTIONS -- Designed for use when a player is Arm or Core

Ready?

Download!
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Omg! Does *gasp* the legendary Fleagoth come to punish those who are slaughtering its fellow fleas!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

How does NTAI fare with the AK faction? (no fleas are present in the arm buildtree so they will never be built)
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

this mod is funny.
shouldnt there by any radars of any kind ?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

AF wrote:How does NTAI fare with the AK faction? (no fleas are present in the arm buildtree so they will never be built)
Didn't try NTAI. I couldn't get AAI to progress past building four mexxes and two solars as either faction. If I .give'd it a lab, it would build a single con bot which would do nothing, and then go back to twiddling its thumbs. That's why I gave up with trying. I'm sure I'm just missing something exceedingly obvious though :P I did include a spawn file for both versions of the mod though (one was Noruas', and the other was his but modified slightly).

(and, err, no fleas in the Arm buildtree? The hell they aren't!)

Chocapic: not in the strict rules, no. But that's what NR is for :)
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Gnome wrote:
AF wrote:How does NTAI fare with the AK faction? (no fleas are present in the arm buildtree so they will never be built)
Didn't try NTAI. I couldn't get AAI to progress past building four mexxes and two solars as either faction. If I .give'd it a lab, it would build a single con bot which would do nothing, and then go back to twiddling its thumbs. That's why I gave up with trying. I'm sure I'm just missing something exceedingly obvious though :P I did include a spawn file for both versions of the mod though (one was Noruas', and the other was his but modified slightly).

(and, err, no fleas in the Arm buildtree? The hell they aren't!)

Chocapic: not in the strict rules, no. But that's what NR is for :)
lol didnt try nr, gotta try it , is it a porc against mass fleas mod ? hihihih :-) :-) :-)
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Yes it is :twisted:
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Despite what you say Gnome I went ahead and played as Fleabowl against my friend As CORE in NR :P.

Marcos are fun, should be changed to Fleagoth though :P.

Also, When using massive numbers of Flea Gunships And ordering them to move - it causes a massive CPU Load while they are all in the air.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

oh i forgot to tell you!
you have about 4 insconsistent move data errors, you should solve them.
Edit:: lol , did i say 4 ? that was before watching info.txt
watch

Code: Select all

Inconsistant move data ship 0 Archer BOATS
4
Inconsistant move data ship 0 Advanced Con
struction Sub BOATD6
Inconsistant move data hover 0 Swatter TAN
KHOVER3
Inconsistant move data hover 0 Pelican TAN
KHOVER3
Inconsistant move data hover 0 Anaconda TA
NKHOVER3
Inconsistant move data ship 0 Millenium BO
ATD6
Inconsistant move data ship 0 Colossus BOA
TD6
Inconsistant move data hover 0 Constructio
n Hovercraft TANKHOVER3
Inconsistant move data ship 0 Conqueror BO
ATS5
Inconsistant move data ship 0 Construction
 Ship BOATS4
Inconsistant move data hover 0 Wombat TANK
HOVER3
Inconsistant move data ship 0 Ranger BOATD
6
Inconsistant move data ship 0 Skeeter BOAT
S4
Inconsistant move data ship 0 Crusader BOA
TS4
Inconsistant move data ship 0 Fibber BOATD
3
Inconsistant move data hover 0 Skimmer TAN
KHOVER3
Inconsistant move data ship 0 Escort BOATS
4
Warning to many unit categories 33 missed 
spy
Inconsistant move data ship 0 Sea Serpent 
BOATS4
Inconsistant move data ship 0 Lurker BOATD
3
Inconsistant move data ship 0 Piranha BOAT
D3
Inconsistant move data hover 0 Bear TANKHO
VER4
Inconsistant move data ship 0 Hulk BOATS6
Inconsistant move data ship 0 Advanced Con
struction Sub BOATD6
Inconsistant move data hover 0 Slinger TAN
KHOVER3
Inconsistant move data ship 0 Shredder BOA
TS4
Inconsistant move data ship 0 Warlord BOAT
D6
Inconsistant move data ship 0 Hive BOATD6
Inconsistant move data hover 0 Constructio
n Hovercraft TANKHOVER3
Inconsistant move data ship 0 Executioner 
BOATS5
Inconsistant move data ship 0 Construction
 Ship BOATS4
Inconsistant move data hover 0 Nixer TANKH
OVER3
Inconsistant move data ship 0 Missile Frig
ate BOATD6
Inconsistant move data ship 0 Searcher BOA
TS4
Inconsistant move data ship 0 Enforcer BOA
TS4
Inconsistant move data hover 0 Scrubber TA
NKHOVER3
Inconsistant move data ship 0 Shark BOATD3
Inconsistant move data ship 0 Phantom BOAT
S4
Inconsistant move data hover 0 Snapper TAN
KHOVER3
Warning to many unit categories 33 missed 
spy
Inconsistant move data ship 0 Sea Serpent 
BOATS4
Inconsistant move data ship 0 Leviathan BO
ATD6
Inconsistant move data ship 0 Snake BOATD3
Inconsistant move data hover 0 Turtle TANK
HOVER4
Inconsistant move data ship 0 Envoy BOATS6
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Which mode and races were being used, exactly? I only saw that once, and it was during an AI test when I believe I left out a file. I suppose if it crops up more and it's due to the normal (restricted) gametype, I can patch it so it doesn't depend on the NR file (it'd only add about 150 KB to the overall filesize of the mod).

And for Zaphod, since he's asked the past two days on IRC before I woke up, here's the AAI (0.42) profile I was using. I only tried it on Ashpen and Sparewood. On Ashpen, it would build mex, mex, mex, solar, solar, mex, then stop (it did that every time in the same order and locations, with both races). On Sparewood it'd do pretty much the same.

Code: Select all

SIDES 2
START_UNITS ARMCOM CORCOM
SIDE_NAMES Fleabowl AKBowl
MAX_UNITS 5000
MAX_SCOUTS 500
MAX_BUILDERS 15
MAX_BUILDERS_PER_TYPE 1
MAX_GROUP_SIZE 16
MIN_EFFICIENCY 0.1
MAX_XROW 8
MAX_YROW 8
X_SPACE 16
Y_SPACE 16
SECTOR_SIZE 100.0
MAX_SECTOR_IMPORTANCE 6
MAX_BASE_SIZE 4
SCOUT_SPEED 80.0
MOBILE_ARTY_RANGE 1000.0
STATIONARY_ARTY_RANGE 3000.0
MIN_ENERGY 18  
AIR_DEFENCE 7
SCOUTS 2 ARMFLEA CORAK
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

hmm i tested the non nr type in foothills v07 with my ai and got all that list.
its prolly cause the ais load the entire unit list or at least thats what i figured it was..
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