AAI 0.42 Airforce Bugfix release - Page 4

AAI 0.42 Airforce Bugfix release

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

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submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

BvDorp wrote: Noticed all the mexes are placed wrong, by both OTAI and AAI. Also noticed how little CPU both AI's use! Awesome!
they only seem to be placed wrong toward human beeings :) if you click on a mex and check its extractor radius you'll see that the placement fits...
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

yes, but just barely, and in many cases it only covers half of the metal spot
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

which map?
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

its only a cosmic problem that metal spot thing...

its comet catcher remake... and possibly other maps that use larger metal extractror radius than the metal patch is
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

mecha wrote:In case anyone else is tryiing to get .42 to work with FF, change the AMOBILE_ARTY_RANGE 1000.0 to MOBILE_ARTY_RANGE 1000.0 as XigXag stated earlier and also delete the line with learn_rate out of the cfg as well as renaming it to the correct version number of the mod that you are using (with underscores where spaces are)

It plays ok early on but doesn't make many capships nor does it use the capships that it has made.
oddly enough, it didn't work for me until I copied the name that the AAI log said it was looking for, and that .cfg file uses spaces instead of underscores

So, it only worked after I modified the .cfg file and after I renamed the .cfg file to exactly what the log file said it was looking for (with spaces, not underscores).
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mecha
Posts: 98
Joined: 30 Sep 2005, 09:53

Post by mecha »

mecha wrote:
In case anyone else is tryiing to get .42 to work with FF, change the AMOBILE_ARTY_RANGE 1000.0 to MOBILE_ARTY_RANGE 1000.0 as XigXag stated earlier and also delete the line with learn_rate out of the cfg as well as renaming it to the correct version number of the mod that you are using (with underscores where spaces are)

It plays ok early on but doesn't make many capships nor does it use the capships that it has made.


oddly enough, it didn't work for me until I copied the name that the AAI log said it was looking for, and that .cfg file uses spaces instead of underscores

So, it only worked after I modified the .cfg file and after I renamed the .cfg file to exactly what the log file said it was looking for (with spaces, not underscores).
weird
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