NTai XE10.1b - Page 7

NTai XE10.1b

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

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mynthon
Posts: 23
Joined: 12 Feb 2006, 19:23

Post by mynthon »

HI!

NTAI XE2, all buildtrees copyied, mod aa1.42S and ai commander still builds nothing. :(

log:

Code: Select all

 :: NTAI V0.29 XE Log File 
 :: Programmed and maintained by AF 
 :: Released under the GPL 2.0 Liscence 
 :: Game started: 12.1.2006  11:47:21

 :: Absolute
 :: Found 100 Metal Spots
 :: InitAI
 :: GreenHaven.smf
 :: AASpring142S.sdz
 :: map size 16 x 16
 :: InitAI finished
[00:00]  error loading scouters.txt
[00:00]  error loading attackers.txt
[00:00]  error loading file :: NTAI\AASpring142S.sdz\CORCOM.txt
NTAI\AASpring142S.sdz\CORCOM.txt

Code: Select all

CORLAB, CORMEX, CORMEX, CORSOLAR, CORMEX, CORSOLAR, CORMEX, CORSOLAR, CORRAD, CORMEX, CORMEX, CORSOLAR, CORMEX, CORMEX, CORSOLAR, repair, CORMEX, CORRAD, CORMEX, CORSOLAR, CORMEX, repair, CORMEX, CORSOLAR, CORMEX, CORSOLAR, CORSOLAR, CORMAKR, CORSOLAR, CORMEX, CORSOLAR, repair, CORRAD, repair, CORMAKR, repair, CORMAKR, CORAP, CORMEX, CORMAKR, CORSOLAR, CORMEX, repair, CORMEX, CORSOLAR, CORMEX, CORMEX, CORSOLAR, CORSOLAR, CORALAB, CORMEX, CORSOLAR, CORMAKR, CORSOLAR, CORMEX, CORMAKR, CORMEX, CORMAKR, CORMEX, CORALAB, CORSOLAR, repair, CORSY, CORSOLAR, CORMEX, CORSOLAR, CORMEX, CORMAKR, CORMEX, CORMAKR, CORMEX, CORMAKR, CORMAKR, CORAP, CORSOLAR, repair, CORMAKR, repair, repair, repair, repair, CORAAP
User avatar
Rafal99
Posts: 162
Joined: 14 Jan 2006, 04:09

Post by Rafal99 »

Make sure that the buildtree folder is named "AASpring142S.sdz", because there was "AASpring142.sdz" when i downloaded the buildtrees.
mynthon
Posts: 23
Joined: 12 Feb 2006, 19:23

Post by mynthon »

i know. Created folder, and try it with other AA versions and maps. Will try today after work once more.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The contents of CORCOM.txt are irrelevant here. NTAI cannot load the file.

As for swta, i see no explanation of this. I havent checked the buildtrees though, family and other events have conspired to keep me busy.

For all you know, SWTA is having bad luck combined with closestBuildsite() which has no consideration for the amount of metal at a position whatsoever
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Rafal99
Posts: 162
Joined: 14 Jan 2006, 04:09

Post by Rafal99 »

NTAI\AASpring142S.sdz\CORCOM.txt

CORLAB, CORMEX, CORMEX, CORSOLAR, CORMEX, CORSOLAR, CORMEX, CORSOLAR, CORRAD, CORMEX, CORMEX, CORSOLAR, CORMEX, CORMEX, CORSOLAR, repair, CORMEX, CORRAD, CORMEX, CORSOLAR, CORMEX, repair, CORMEX, CORSOLAR, CORMEX, CORSOLAR, CORSOLAR, CORMAKR, CORSOLAR, CORMEX, CORSOLAR, repair, CORRAD, repair, CORMAKR, repair, CORMAKR, CORAP, CORMEX, CORMAKR, CORSOLAR, CORMEX, repair, CORMEX, CORSOLAR, CORMEX, CORMEX, CORSOLAR, CORSOLAR, CORALAB, CORMEX, CORSOLAR, CORMAKR, CORSOLAR, CORMEX, CORMAKR, CORMEX, CORMAKR, CORMEX, CORALAB, CORSOLAR, repair, CORSY, CORSOLAR, CORMEX, CORSOLAR, CORMEX, CORMAKR, CORMEX, CORMAKR, CORMEX, CORMAKR, CORMAKR, CORAP, CORSOLAR, repair, CORMAKR, repair, repair, repair, repair, CORAAP
In AA commander can't build Adv.Kbot Lab or Adv.Air Plant so maybe you should remove it and then try if it works.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Well, the AI is doing OK so far which I made for WD, but with some obvious problems.

-Commanders build fine and complete their tasks, but they do occasionally stall completely doing nothing.
-Engineers (level 1 constructors) build, reissue the build order while still building and sometimes abandon the site completely.
-Combat units just stack up and are not issued attack orders, only a small group of attack units eventually do attack.

If these issues are resolved WD should have a sufficient enough AI for now, and the same probably for other mods.
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Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

noticed the same: the AI builds and builds units (lvl1 units) stacks them up in its base but never attacks or only one unit at a time.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I'd double check attackers.txt again.

The logic that underpins the NTAI cosntruction system si heavily dependent on the engine to issue UnitIdle() calls. If a builder stops building and continues then the engien ahs issued a UnitIdle. This is usually because the unti was attacked or attacked a nearby enemy unit. This is not soemthign NTAI has done, because ocne a building task is assigned, it is stuck untill the next UnitIdle, and there is no code AT ALL that itnerferes with this within NTAI. It is one of the fundamental differences between NTAI and JCAI/OTAI/ZcAIn/AAI. NTAI thus has one step of possible problems, that the other AI's cannot have and vice versa.

I'll have to investigate the SW buildtree tonight, and it'd be helpful if I was able tot est the WD buildtree also.

If I need to release an XE 3 then I'm going to have to put in extensive error messages, so that if a fault is in the files, NTAI will scream and groan and shout the problem till its fixed. Unless it's something like "file not found"
mynthon
Posts: 23
Joined: 12 Feb 2006, 19:23

Post by mynthon »

works with AA143
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Well if people could send me their better versions of the buildtrees, or the ones they've made from scratch fro different mods, even if they arent workign exactly (give a bug description so I can look out and see what i can do), then I'll bundle them together and put them in XE 3 along with the mass of error messages I'm adding and a big boost to the searchrange on closestBuildSite().

Also, you may want to look through the AI log for messages sucha s could nto get untidef of xxxx, since that should show up errors you may have made making the buildtrees. It is definately buildtree related if it has a unitname in there.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Code: Select all

natocom.txt (Commander, NATO)

natogasp, natomine, natogasp, natobatt, natocont, natomine, natocont, natobarr, natocont, natogasp, natomine, natorad, natomine, natomine, natogasp, repair, natopb, natopb, natogasp, natobarr, natoatpb, natomine, natogasp, natobarr, natomine, gdf-005, natomine, natogasp, natomine, natocont, natocont, natobatt, natopb, natoatpb, natogasp, natobatt, natopb, repair, gdf-005, gdf-005, natomine, natomine, natomine, natomine, natomine, natogasp, natopb, natobatt, repair

ihccom.txt (Commander, Mospact)

ihcgasp, ihcmine, ihcgasp, ihcbatt, ihccont, ihcmine, ihccont, ihcbarr, ihccont, ihcgasp, ihcmine, ihcrad, ihcmine, ihcmine, ihcgasp, repair, ihcpb, ihcpb, ihcgasp, ihcbarr, ihcatpb, ihcmine, ihcgasp, ihcbarr, ihcmine, zu-23, ihcmine, ihcgasp, ihcmine, ihccont, ihccont, ihcbatt, ihcpb, ihcatpb, ihcgasp, ihcbatt, ihcpb, repair, zu-23, zu-23, ihcmine, ihcmine, ihcmine, ihcmine, ihcmine, ihcgasp, ihcpb, ihcbatt, repair

natobarr.txt (Barracks, Level 1 unit production)

NATOENGI, NATORECO, NATOGI, NATOGI, NATOGI, NATOGREN, NATOTOW, NATOSTIN, NATOGUARD, RQ-1, NATOTOW, NATOTOW, NATOGREN, NATOSTIN

natoengi.txt (Engineer, Level 1 construction unit)

NATODGSP, NATOMINE, NATOMINE, NATOGASP, Repair, NATORAD, NATOATPB, NATOPB, NATODGSP, NATOMINE, Repair, natopb, natoelba, natoatpb, Repair, gdf-005, Repair, natocont, natocont, natocont, natobatt, Repair, natodgsp, natomine, natopb, m198, m198, m198, natorad, Repair

ihcbarr.txt (Barracks, Level 1 unit production)

IHCENGI, IHCRECO, IHCGI, IHCGI, IHCGI, MOSPGREN, IHCTOW, IHCSTIN, MOSPGUARD, RQ-1, IHCTOW, IHCTOW, MOSPGREN, IHCSTIN

ihcengi (Engineer, Level 1 construction unit)

ihcgasp, ihcmine, ihcgasp, ihcbatt, ihccont, ihcmine, ihccont, ihcbarr, ihccont, ihcgasp, ihcmine, ihcrad, ihcmine, ihcmine, ihcgasp, repair, ihcpb, ihcpb, ihcgasp, ihcbarr, ihcatpb, ihcmine, ihcgasp, ihcbarr, ihcmine, zu-23, ihcmine, ihcgasp, ihcmine, ihccont, ihccont, ihcbatt, ihcpb, ihcatpb, ihcgasp, ihcbatt, ihcpb, repair, zu-23, zu-23, ihcmine, ihcmine, ihcmine, ihcmine, ihcmine, ihcgasp, ihcpb, ihcbatt, repair
That's most of the level 1 part, I exluded vehicles for now, I would just like the first level to work for now, and go from there.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Ok, XE 3 is ready, I just need to run up, get ym hd upload to FU and post the link.

I guess the latest behaviour problems are a result of the caching system that prevents overflows. When a command is executed and handed to the engien its tagged as clear, and these 'clear commands' can build up so that actual commands are delayed more and a buildup occurs. I've thus done a lot of changing.

First off, all instances of NTAI share a common counter rather than each havign their own, so you dont risk overflow by having lots of NTAI instances.

A .flushcache command has been added to remove clear commands. And a piece of code that erases all clar commands when they get bigger than a 1/4 of the total cache. Aswell as a fix that made instant priority commands always get executed regardless of how many it's allowed todo.

Map specific buildtrees. NTAI willt ry to laod them and if it cant it'll load from the usual place. An example cna be found in the XTA buildtree for brazillian battlefields.

Lots of error messages highlighting errors in buildtree dfinitions.

a correction in the engien that means task_repair is now repair as I originalyl said.

9 new keywords ontop of 'repair' which are described in the Buildqueues.html file in the NTAI folder.

Modfolders.txt can be deleted.

The search range on closestbuildsite was increased, and the spacing of buildings changed.

A lot of optimization. You could increase the speed even further by making FindTarget run in its won thread if you open up the code, onyl ti would require making the threat matrix threadsafe, and is likely to cause a crash after a few minutes, hence why I havent put it in a seperate thread.

.threat command will generate threat matrix images and display them without pausing the game, however it could unsync the game...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

XE 3 + source code

People keep sending me buildqueues, preferably in rar archives through email or fileuniverse, and I'll bundle them in as I go along. I'd have included the WD tree and some of the other XTA/AA improvements but I didnt know till ti was too late.

I doubt I'll release an X4, I'm not aware of any issues in XE 3 atm....
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

oh sorry for the triple post but, I think I will release an X4, mainly with loadsa buildtrees, and maybe in about a week or so? Maybe just once Android_X has released Spring SP 0.5...
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I am sorry to report that XE3 crashed on both XTA and WD, it crashed on small devide and Tombstone Desert V2.

Does NTAI have problems with these maps?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I have never sang the laurels of small divide. The first NTAI version I made that worked, worked on every map exept small divide, mainly because of a problem with the closestbuildsite() routine.

I dont have tombstone desert though....

I'll look into it.
mynthon
Posts: 23
Joined: 12 Feb 2006, 19:23

Post by mynthon »

Code: Select all

 :: NTAI V0.29 XE Log File 
 :: Programmed and maintained by AF 
 :: Released under the GPL 2.0 Liscence 
 :: Game started: 14.1.2006  20:35:8

 :: Absolute
 :: Found 100 Metal Spots
 :: InitAI
 :: GreenHaven.smf
 :: AASpring143S.sdz
 :: map size 16 x 16
 :: InitAI finished
[00:00] CBuild()CORLAB
[00:35] FBuild()
[00:35] issuing mobile unit :: CORCK
[00:36] CBuild()CORMEX
[00:44] CBuild()CORMEX
[01:07] CBuild()CORSOLAR
[01:18] FBuild()
[01:18] issuing mobile unit :: CORCK
[01:20] CBuild()CORMEX
[01:22] CBuild()CORMEX
[01:35] CBuild()CORMEX
[01:35] CBuild()CORSOLAR
[01:45] CBuild()CORMEX
[01:56] FBuild()
[01:56] issuing mobile unit :: CORCK
[02:01] CBuild()CORMEX
[02:11] CBuild()CORMEX
[02:12] CBuild()CORSOLAR
[02:24] CBuild()CORRAD
[02:29] CBuild()CORMEX
[02:35] FBuild()
[02:35] issuing mobile unit :: CORFAST
[02:36] FBuild()
[02:36] issuing mobile unit :: CORCK
[02:40] CBuild()CORMEX
[03:00] CBuild()CORMEX
[03:00] CBuild()CORMEX
[03:02] CBuild()CORMEX
[03:15] FBuild()
[03:15] issuing mobile unit :: CORFAST
[03:16] FBuild()
[03:16] issuing mobile unit :: CORFAST
[03:17] FBuild()
[03:17] issuing mobile unit :: CORAK
[03:18] CBuild()CORMEX
[03:19] CBuild()CORMEX
[03:30] Chaser::Add()
[03:30] new attacker added :CORAK
[03:30] FBuild()
[03:30] issuing mobile unit :: CORAK
[03:33] CBuild()CORSOLAR
[03:41] CBuild()CORMEX
[03:43] CBuild()CORMEX
[03:44] Chaser::Add()
[03:44] new attacker added :CORAK
[03:44] FBuild()
[03:44] issuing mobile unit :: CORAK
[03:50] CBuild()CORMEX
[03:57] Chaser::Add()
[03:57] new attacker added :CORAK
[03:57] CBuild()CORMEX
[03:57] FBuild()
[03:57] issuing mobile unit :: CORCK
[03:59] FBuild()
[03:59] issuing mobile unit :: CORAK
[04:12] CBuild()CORMEX
[04:12] CBuild()CORMEX
[04:13] CBuild()CORSOLAR
[04:15] CBuild()CORMEX

Code: Select all

 :: NTAI V0.29 XE 3 Log File 
 :: Programmed and maintained by AF 
 :: Released under the GPL 2.0 Liscence 
 :: Game started: 16.1.2006  19:11:16

 :: Absolute Annihilation 1.43
 :: First instance of NTAI
 :: Found 100 Metal Spots
 :: InitAI
 :: GreenHaven.smf
 :: AASpring143S.sdz
 :: map size 16 x 16
 :: InitAI finished
[00:00] CBuild()CORLAB
[00:36] FBuild()
[00:36] issuing mobile unit :: CORCK
[00:36] CBuild()CORMEX
[00:44] CBuild()CORMEX
[01:07] CBuild()CORSOLAR
[01:18] FBuild()
[01:18] issuing mobile unit :: CORCK
[01:19] CBuild()CORMEX
[01:23] CBuild()CORMEX
[01:35] CBuild()CORMEX
[01:35] CBuild()CORSOLAR
[01:44] CBuild()CORMEX
[01:57] FBuild()
[01:57] issuing mobile unit :: CORCK
[02:02] CBuild()CORMEX
[02:10] CBuild()CORMEX
[02:10] CBuild()CORSOLAR
[02:23] CBuild()CORRAD
[02:36] FBuild()
[02:36] issuing mobile unit :: CORFAST
[02:37] FBuild()
[02:37] issuing mobile unit :: CORCK
[02:37] CBuild()CORMEX
[02:41] CBuild()CORMEX
[03:04] CBuild()CORMEX
[03:09] CBuild()CORMEX
[03:15] CBuild()CORMEX
[03:15] FBuild()
[03:15] issuing mobile unit :: CORFAST
[03:17] FBuild()
[03:17] issuing mobile unit :: CORFAST
[03:18] FBuild()
[03:18] issuing mobile unit :: CORAK
[03:20] CBuild()CORMEX
[03:20] CBuild()CORMEX
[03:31] Chaser::Add()
[03:31] new attacker added :CORAK
[03:31] FBuild()
[03:31] issuing mobile unit :: CORAK
[03:44] Chaser::Add()
[03:44] new attacker added :CORAK
[03:44] FBuild()
[03:44] issuing mobile unit :: CORAK
[03:48] CBuild()CORSOLAR
[03:48] CBuild()CORMEX
[03:51] CBuild()CORMEX
[03:58] Chaser::Add()
[03:58] new attacker added :CORAK
[03:58] CBuild()CORMEX
[03:58] FBuild()
[03:58] issuing mobile unit :: CORCK
[03:59] FBuild()
[03:59] issuing mobile unit :: CORAK
[04:00] FBuild()
[04:00] issuing mobile unit :: CORTHUD
[04:05] CBuild()CORMEX
[04:06] CBuild()CORMEX
[04:07] CBuild()CORSOLAR
[04:09] CBuild()CORMEX
[04:10] CBuild()CORRAD
[04:11] CBuild()CORMEX
[04:13] CBuild()CORSOLAR
[04:14] CBuild()CORMEX
[04:16] CBuild()CORMEX
[04:17] CBuild()CORSOLAR
[04:18] CBuild()CORMEX
[04:19] CBuild()CORMEX
[04:19] CBuild()CORMEX
[04:19] CBuild()CORSOLAR
[04:20] CBuild()CORMEX
[04:20] CBuild()CORSOLAR
[04:21] CBuild()CORMEX
[04:21] CBuild()CORMAKR
[04:22] CBuild()CORMEX
[04:22] CBuild()CORSOLAR
[04:23] CBuild()CORSOLAR
[04:24] CBuild()CORMEX
[04:24] CBuild()CORMEX
[04:24] CBuild()CORMEX
[04:25] CBuild()CORSOLAR
[04:25] CBuild()CORSOLAR
[04:25] CBuild()CORSOLAR
[04:26] CBuild()CORMEX
[04:27] CBuild()CORMEX
[04:27] CBuild()CORRAD
[04:28] CBuild()CORSOLAR
[04:28] CBuild()CORMEX
[04:29] CBuild()CORMEX
[04:29] CBuild()CORSOLAR
[04:29] CBuild()CORMAKR
[04:30] CBuild()CORMEX
[04:30] CBuild()CORMEX
[04:31] CBuild()CORSOLAR
[04:31] CBuild()CORMEX
[04:31] CBuild()CORMAKR
[04:32] CBuild()CORMEX
[04:32] CBuild()CORADVSOL
[04:32] CBuild()CORAP
[04:33] CBuild()CORMEX
[04:33] CBuild()CORMAKR
[04:33] CBuild()CORMEX
[04:34] CBuild()CORADVSOL
[04:34] CBuild()CORRL
[04:35] CBuild()CORMAKR
[04:35] CBuild()CORMAKR
[04:35] CBuild()CORMEX
[04:36] CBuild()CORSOLAR
[04:36] CBuild()CORRL
[04:36] CBuild()CORHLT
[04:37] CBuild()CORMEX
[04:37] CBuild()CORMEX
[04:38] CBuild()CORALAB
[04:39] CBuild()CORHLT
[04:39] CBuild()CORMEX
[04:39] CBuild()CORMEX
[04:40] CBuild()CORALAB
[04:40] CBuild()CORSOLAR
[04:40] CBuild()CORSOLAR
[04:41] CBuild()CORMEX
[04:41] CBuild()CORHLT
[04:41] CBuild()CORMEX
[04:42] CBuild()CORSOLAR
[04:42] CBuild()CORMEX
[04:42] CBuild()CORMEX
[04:43] CBuild()CORHLT
[04:43] CBuild()CORMEX
[04:43] CBuild()CORSOLAR
[04:43] CBuild()CORMEX
[04:44] CBuild()CORMEX
[04:44] CBuild()CORSOLAR
[04:44] CBuild()CORSOLAR
[04:44] CBuild()CORMEX
[04:45] CBuild()CORMEX
[04:45] CBuild()CORSOLAR
[04:46] CBuild()CORMEX
[04:46] CBuild()CORMEX
[04:46] CBuild()CORSOLAR
[04:46] CBuild()CORMEX
[04:47] CBuild()CORSOLAR
[04:47] CBuild()CORMEX
[04:47] CBuild()CORMEX
[04:47] CBuild()CORSOLAR
[04:47] CBuild()CORSOLAR
[04:48] CBuild()CORMAKR
[04:48] CBuild()CORMEX
[04:49] CBuild()CORMEX
[04:49] CBuild()CORSOLAR
[04:50] CBuild()CORSOLAR
[04:50] CBuild()CORRL
[04:50] CBuild()CORMEX
[04:50] CBuild()CORMEX
[04:51] CBuild()CORMEX
[04:51] CBuild()CORMEX
[04:51] CBuild()CORSOLAR

Code: Select all

 :: NTAI V0.29 XE 3 Log File 
 :: Programmed and maintained by AF 
 :: Released under the GPL 2.0 Liscence 
 :: Game started: 16.1.2006  19:11:16

 :: Absolute Annihilation 1.43
 :: First instance of NTAI
 :: Found 100 Metal Spots
 :: InitAI
 :: GreenHaven.smf
 :: AASpring143S.sdz
 :: map size 16 x 16
 :: InitAI finished
[00:00] CBuild()CORLAB
[00:36] FBuild()
[00:36] issuing mobile unit :: CORCK
[00:36] CBuild()CORMEX
[00:44] CBuild()CORMEX
[01:07] CBuild()CORSOLAR
[01:18] FBuild()
[01:18] issuing mobile unit :: CORCK
[01:19] CBuild()CORMEX
[01:23] CBuild()CORMEX
[01:35] CBuild()CORMEX
[01:35] CBuild()CORSOLAR
[01:44] CBuild()CORMEX
[01:57] FBuild()
[01:57] issuing mobile unit :: CORCK
[02:02] CBuild()CORMEX
[02:10] CBuild()CORMEX
[02:10] CBuild()CORSOLAR
[02:23] CBuild()CORRAD
[02:36] FBuild()
[02:36] issuing mobile unit :: CORFAST
[02:37] FBuild()
[02:37] issuing mobile unit :: CORCK
[02:37] CBuild()CORMEX
[02:41] CBuild()CORMEX
[03:04] CBuild()CORMEX
[03:09] CBuild()CORMEX
[03:15] CBuild()CORMEX
[03:15] FBuild()
[03:15] issuing mobile unit :: CORFAST
[03:17] FBuild()
[03:17] issuing mobile unit :: CORFAST
[03:18] FBuild()
[03:18] issuing mobile unit :: CORAK
[03:20] CBuild()CORMEX
[03:20] CBuild()CORMEX
[03:31] Chaser::Add()
[03:31] new attacker added :CORAK
[03:31] FBuild()
[03:31] issuing mobile unit :: CORAK
[03:44] Chaser::Add()
[03:44] new attacker added :CORAK
[03:44] FBuild()
[03:44] issuing mobile unit :: CORAK
[03:48] CBuild()CORSOLAR
[03:48] CBuild()CORMEX
[03:51] CBuild()CORMEX
[03:58] Chaser::Add()
[03:58] new attacker added :CORAK
[03:58] CBuild()CORMEX
[03:58] FBuild()
[03:58] issuing mobile unit :: CORCK
[03:59] FBuild()
[03:59] issuing mobile unit :: CORAK
[04:00] FBuild()
[04:00] issuing mobile unit :: CORTHUD
[04:05] CBuild()CORMEX
[04:06] CBuild()CORMEX
[04:07] CBuild()CORSOLAR
[04:09] CBuild()CORMEX
[04:10] CBuild()CORRAD
[04:11] CBuild()CORMEX
[04:13] CBuild()CORSOLAR
[04:14] CBuild()CORMEX
[04:16] CBuild()CORMEX
[04:17] CBuild()CORSOLAR
[04:18] CBuild()CORMEX
[04:19] CBuild()CORMEX
[04:19] CBuild()CORMEX
[04:19] CBuild()CORSOLAR
[04:20] CBuild()CORMEX
[04:20] CBuild()CORSOLAR
[04:21] CBuild()CORMEX
[04:21] CBuild()CORMAKR
[04:22] CBuild()CORMEX
[04:22] CBuild()CORSOLAR
[04:23] CBuild()CORSOLAR
[04:24] CBuild()CORMEX
[04:24] CBuild()CORMEX
[04:24] CBuild()CORMEX
[04:25] CBuild()CORSOLAR
[04:25] CBuild()CORSOLAR
[04:25] CBuild()CORSOLAR
[04:26] CBuild()CORMEX
[04:27] CBuild()CORMEX
[04:27] CBuild()CORRAD
[04:28] CBuild()CORSOLAR
[04:28] CBuild()CORMEX
[04:29] CBuild()CORMEX
[04:29] CBuild()CORSOLAR
[04:29] CBuild()CORMAKR
[04:30] CBuild()CORMEX
[04:30] CBuild()CORMEX
[04:31] CBuild()CORSOLAR
[04:31] CBuild()CORMEX
[04:31] CBuild()CORMAKR
[04:32] CBuild()CORMEX
[04:32] CBuild()CORADVSOL
[04:32] CBuild()CORAP
[04:33] CBuild()CORMEX
[04:33] CBuild()CORMAKR
[04:33] CBuild()CORMEX
[04:34] CBuild()CORADVSOL
[04:34] CBuild()CORRL
[04:35] CBuild()CORMAKR
[04:35] CBuild()CORMAKR
[04:35] CBuild()CORMEX
[04:36] CBuild()CORSOLAR
[04:36] CBuild()CORRL
[04:36] CBuild()CORHLT
[04:37] CBuild()CORMEX
[04:37] CBuild()CORMEX
[04:38] CBuild()CORALAB
[04:39] CBuild()CORHLT
[04:39] CBuild()CORMEX
[04:39] CBuild()CORMEX
[04:40] CBuild()CORALAB
[04:40] CBuild()CORSOLAR
[04:40] CBuild()CORSOLAR
[04:41] CBuild()CORMEX
[04:41] CBuild()CORHLT
[04:41] CBuild()CORMEX
[04:42] CBuild()CORSOLAR
[04:42] CBuild()CORMEX
[04:42] CBuild()CORMEX
[04:43] CBuild()CORHLT
[04:43] CBuild()CORMEX
[04:43] CBuild()CORSOLAR
[04:43] CBuild()CORMEX
[04:44] CBuild()CORMEX
[04:44] CBuild()CORSOLAR
[04:44] CBuild()CORSOLAR
[04:44] CBuild()CORMEX
[04:45] CBuild()CORMEX
[04:45] CBuild()CORSOLAR
[04:46] CBuild()CORMEX
[04:46] CBuild()CORMEX
[04:46] CBuild()CORSOLAR
[04:46] CBuild()CORMEX
[04:47] CBuild()CORSOLAR
[04:47] CBuild()CORMEX
[04:47] CBuild()CORMEX
[04:47] CBuild()CORSOLAR
[04:47] CBuild()CORSOLAR
[04:48] CBuild()CORMAKR
[04:48] CBuild()CORMEX
[04:49] CBuild()CORMEX
[04:49] CBuild()CORSOLAR
[04:50] CBuild()CORSOLAR
[04:50] CBuild()CORRL
[04:50] CBuild()CORMEX
[04:50] CBuild()CORMEX
[04:51] CBuild()CORMEX
[04:51] CBuild()CORMEX
[04:51] CBuild()CORSOLAR
and "unhandled exception in globalai" (or sth.)


win xp sp1
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

The error is on line 3: "license" is misspelled :P
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

=s this isnt one of those americanisms is it?

I'll do a big debugging session but I got a big ICT cw deadline tomorrow
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

A query for "License" in a good and proper English dictionary will yield this: http://dictionary.oed.com/cgi/entry/501 ... to_show=10
So 'license' and 'licence' are correct (licence is unique to Britain).
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