NTai XE10.1b
Moderators: hoijui, Moderators
I have XE6 here which fixes a few more problems
When playtesting XE 5, the commander constantly stalled and I noticed it was usually when the AI ahd gone air or the other IA had gone air, combined with commander pointing laser upwards, that and ti chased air scouts. So I set its firing state to hold fire. i guess I should add another tag to change that but I've already got the existign atatck nearby units routine and the dgunnign routine that both affect the commander.
I fixed FF support so now there's a set fo new tags in mod.tdf and I've playtested me versus NTAI versus AAI. AAI stayed in its corner, NTAI covered half the map btu didnt handle well witht eh deefautl buildtree, so I've packaged another default buildtree alogn with 3 new tags to support using ti rather than the default buildtree, aswella s a scouter minimum spee tag to aid scouting, and a tag to determine wether scouter//attacker differentiation si done dynamically or loaded from the arrays.
I also changed some thigns in the universal build routine to stop NTAI spamming light Orbital defence platforms, added in at least 10 new freeform tags.
I also removed the lengthy threat matrix calculation tags and replaced them with simpler values which should reduce lag a lot, and NTAI caches wether a unit can dgun now rather than endlessly iterating through all the weapons checking if they manually fire or not.
As for sending crash rports, I have no use for archivecache.txt, that's spring or spring SP, instead package the logfile in NTAI\logs thats in question and email me it at the usual palce (see darkstars/profile).
I also fixed a problem where NTAI would ignore a base because ti didnt register on the threat matrix with it all being composed of buildings which arent capable of attacking which thus stay at 0 efficiency and dont register.
I also decreased the resolution of the threat matrix to double the speed of all the threat matrix routines.
As for ti building energy stuff on mex spots, I believe your mistaken, NTAI does not do that intentionalyl nro does ti do it out oferror, it is the engine closestbuildsite() routine that i at fault, primarily because ti doesnt take metal maps into account and you cant add blocking features for it to take into account when it runs(which woul be very useful sincethen I could put in mex spots and use it to space non-blocking mines).
When playtesting XE 5, the commander constantly stalled and I noticed it was usually when the AI ahd gone air or the other IA had gone air, combined with commander pointing laser upwards, that and ti chased air scouts. So I set its firing state to hold fire. i guess I should add another tag to change that but I've already got the existign atatck nearby units routine and the dgunnign routine that both affect the commander.
I fixed FF support so now there's a set fo new tags in mod.tdf and I've playtested me versus NTAI versus AAI. AAI stayed in its corner, NTAI covered half the map btu didnt handle well witht eh deefautl buildtree, so I've packaged another default buildtree alogn with 3 new tags to support using ti rather than the default buildtree, aswella s a scouter minimum spee tag to aid scouting, and a tag to determine wether scouter//attacker differentiation si done dynamically or loaded from the arrays.
I also changed some thigns in the universal build routine to stop NTAI spamming light Orbital defence platforms, added in at least 10 new freeform tags.
I also removed the lengthy threat matrix calculation tags and replaced them with simpler values which should reduce lag a lot, and NTAI caches wether a unit can dgun now rather than endlessly iterating through all the weapons checking if they manually fire or not.
As for sending crash rports, I have no use for archivecache.txt, that's spring or spring SP, instead package the logfile in NTAI\logs thats in question and email me it at the usual palce (see darkstars/profile).
I also fixed a problem where NTAI would ignore a base because ti didnt register on the threat matrix with it all being composed of buildings which arent capable of attacking which thus stay at 0 efficiency and dont register.
I also decreased the resolution of the threat matrix to double the speed of all the threat matrix routines.
As for ti building energy stuff on mex spots, I believe your mistaken, NTAI does not do that intentionalyl nro does ti do it out oferror, it is the engine closestbuildsite() routine that i at fault, primarily because ti doesnt take metal maps into account and you cant add blocking features for it to take into account when it runs(which woul be very useful sincethen I could put in mex spots and use it to space non-blocking mines).
Oh I forgot, aircraft have been changed so that aircraft will always go in aircraft only forces, and they've been setup to patrol untill they're given a target rather than aimlessly sit around.
Buildings that can build but dont have buildoptions such as Nanotowers are now setup accordingly to work rather than sitting there wasting resources.
And as for FF commanders nto atatcking eachother, i remember now that that was deliberate as in most mods, a commander killing another commander usually leads to mutual destruction. An error where commander would start a new build aftr d-gunnign rather than continuing the current one has bene fixed too.
damn FU is down.....
Buildings that can build but dont have buildoptions such as Nanotowers are now setup accordingly to work rather than sitting there wasting resources.
And as for FF commanders nto atatcking eachother, i remember now that that was deliberate as in most mods, a commander killing another commander usually leads to mutual destruction. An error where commander would start a new build aftr d-gunnign rather than continuing the current one has bene fixed too.
damn FU is down.....
One thing on the learning algorithm.
From what I remember you posting, a unit gets +1.0 when it kills a unit, and +0.1 when hitting a unit.
Wouldn't that mean that 100 peewees killing 5 units would get slightly more efficiency gain than one sumo killing 5 units? You might want a negative factor in there somewhere to account for unit loss. :)
-QMan
From what I remember you posting, a unit gets +1.0 when it kills a unit, and +0.1 when hitting a unit.
Wouldn't that mean that 100 peewees killing 5 units would get slightly more efficiency gain than one sumo killing 5 units? You might want a negative factor in there somewhere to account for unit loss. :)
-QMan
Does this mean that peewee that shoots lots of bullets every second will get more points than for example hammer just because he hits enemies more often??AF wrote:Every time a unit destroys another it gets 1 added, everytime it hits another unit succesfully it gets 0.1 added.
I don't think this is a good solution. Maybe units should get something like (Damage Done To Enemy / Unit Cost) points every time they hit the enemy. And you can use average value for each unit type. For example:
Peewee value = Total points obtained by all peewees / Number of lost peewees (or number of produced peewees).
Maybe I didn't spell very clearly, but i hope you understand what I mean.

Or at least thats what FU is now saying ahkWarning: move_uploaded_file(spring/NTAIXE6.rar): failed to open stream: Permission denied in /home/fileuniv/public_html/md5/public.php on line 140
Warning: move_uploaded_file(): Unable to move '/tmp/phpK8Em1a' to 'spring/NTAIXE6.rar' in /home/fileuniv/public_html/md5/public.php on line 140
spring/NTAIXE6.rar could not be uploaded! This is so suck...
Yesterday i edited the community enws in the wiki if or XE6 then went to upload but FU was down, and I thought it'd be alright as I hadnt made the change live.
Currently I've added a thign to the threat matrix algorithm so that a units initial efficiency is
unithealth+unitenergyproduced+unitmetalproduced+ismetalmaker*30
Also threat is subject to a randomness of 40% in XE6 so as to give other units a chance to gain threat rather than having all same unti or lots of random tags.
XE 6 should work with 0.70b1 too.
Oh and who said that about me uploading an installer in an archive being bad?! Try uploading .exe files to Fileunvierse and you'll see why.
https://sourceforge.net/project/showfil ... _id=396575
XE6 recompiled for 0.7, I'll reuplaod to FU tomorrow after I've tested it out properly
XE6 recompiled for 0.7, I'll reuplaod to FU tomorrow after I've tested it out properly
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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- Posts: 14
- Joined: 07 Feb 2006, 02:48
Hey, Alantai...
Good news: with some fudging about, I can get the Lord in NanoBlobs to build Sheep and other units.
Bad news:
1. The Lord refuses to defend itself for no particular reason. So even one Wolf eats it for breakfast
2. Sheep refuse to build anything. I've told them they're Factories, double and triple-checked their buildtrees... nothing.
3. Even if I have the Lord build nothing but Wolves, NTAI doesn't attack me. Which is a bummer, since soon I'm going to have the complete original unit-mix in S3O, and I'll want to release a teaser version at that point, since interest seems to be picking up, and the team is starting to come together.
At any rate, if you'd like to see the current build whenever it's reasonably stable, let me know, and I'll send a link. It's in pretty good shape right now, so I'd like to get any AI working well enough to show off some serious screens of mass carnage soon :)
Good news: with some fudging about, I can get the Lord in NanoBlobs to build Sheep and other units.
Bad news:
1. The Lord refuses to defend itself for no particular reason. So even one Wolf eats it for breakfast

2. Sheep refuse to build anything. I've told them they're Factories, double and triple-checked their buildtrees... nothing.
3. Even if I have the Lord build nothing but Wolves, NTAI doesn't attack me. Which is a bummer, since soon I'm going to have the complete original unit-mix in S3O, and I'll want to release a teaser version at that point, since interest seems to be picking up, and the team is starting to come together.
At any rate, if you'd like to see the current build whenever it's reasonably stable, let me know, and I'll send a link. It's in pretty good shape right now, so I'd like to get any AI working well enough to show off some serious screens of mass carnage soon :)
OK several points to make:
In the furore of yesterday I released a total of 4 versions of XE6, the first, the botched recompile, the second botched recompile, and the one currently at source forge that works.
Argh, go read mod.tdf explanations.txt it'll give you extra tags to work with such as setting the firing and moving state of the commander rather than leaving ti at hold fire/holdpos by default.
Sheep are not factories therefore they should use CBuild() not FBuild() and thus cannot have isfactory tags. Add free form tags for mobile units or ARMWOLF etc to the build tree of armsheep.txt/corsheep.txt and it should work.
AA 1.44-s? i tested on plain 1.44 and ti was fine, but as for scouting I think you need some mod.tdf adjusting there too. There is a tag that changes the scout speed, try adding the following tags:
abstract=1;
scout_speed=xxx; // you should find a suitable value in the AAI config or mess around yourself, the default value is 60
The scout tag is something akin to that, check the mod.tdf explanations file.
If ti tells you you've got the wrong dll or incorrect AI version, redownload.
Bad mex placement on mars was due to the same problem I faced on brazilian battlefields, I've ramped up the minimum metal value in krogs class as he suggested but I haven't been able to test if it had the required effect yet as my 0.7 installer corrupted on my usb drive.
If NTAI doesn't attack it's because it cant see you and hasn't scouted! If it doesn't scout then it cannot attack either!!!
Argh NTAI needs to scout, i suggest you put the wolf as a scouter or the fastest cheapest unit in there.
Also what you need to-do is train it up by sending hordes of the units you want it to build to attack. Say ti isnt building rooks for some reason ti probs has no reason to, so send a load up and increase how efficient rooks are perceived to be.
I have a version here with the min metal value changed, the triangles removed for speed purposes, and some suggestions about pushing down values implemented, and metal costs being evaluated.
In the furore of yesterday I released a total of 4 versions of XE6, the first, the botched recompile, the second botched recompile, and the one currently at source forge that works.
Argh, go read mod.tdf explanations.txt it'll give you extra tags to work with such as setting the firing and moving state of the commander rather than leaving ti at hold fire/holdpos by default.
Sheep are not factories therefore they should use CBuild() not FBuild() and thus cannot have isfactory tags. Add free form tags for mobile units or ARMWOLF etc to the build tree of armsheep.txt/corsheep.txt and it should work.
AA 1.44-s? i tested on plain 1.44 and ti was fine, but as for scouting I think you need some mod.tdf adjusting there too. There is a tag that changes the scout speed, try adding the following tags:
abstract=1;
scout_speed=xxx; // you should find a suitable value in the AAI config or mess around yourself, the default value is 60
The scout tag is something akin to that, check the mod.tdf explanations file.
If ti tells you you've got the wrong dll or incorrect AI version, redownload.
Bad mex placement on mars was due to the same problem I faced on brazilian battlefields, I've ramped up the minimum metal value in krogs class as he suggested but I haven't been able to test if it had the required effect yet as my 0.7 installer corrupted on my usb drive.
If NTAI doesn't attack it's because it cant see you and hasn't scouted! If it doesn't scout then it cannot attack either!!!
Argh NTAI needs to scout, i suggest you put the wolf as a scouter or the fastest cheapest unit in there.
Also what you need to-do is train it up by sending hordes of the units you want it to build to attack. Say ti isnt building rooks for some reason ti probs has no reason to, so send a load up and increase how efficient rooks are perceived to be.
I have a version here with the min metal value changed, the triangles removed for speed purposes, and some suggestions about pushing down values implemented, and metal costs being evaluated.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
hm your ai made a step backwards in comparison to the verson 5 when testing with FF.
- Bug? It uses only one team. I wanted to let 4 teams fight each other, but only one ai did anything.
- it builds the same as in the version 5, means only spamming metal and energy but not one plant or constructive building.
- ona advantage : now the commanders use their weapons :D
Is it just with FF so, or with all mods? If it is not, why only FF
- Bug? It uses only one team. I wanted to let 4 teams fight each other, but only one ai did anything.
- it builds the same as in the version 5, means only spamming metal and energy but not one plant or constructive building.
- ona advantage : now the commanders use their weapons :D
Is it just with FF so, or with all mods? If it is not, why only FF

huh? I played a me vs AAI vs NTAI on asteroids and NTAI didn't not build factories, on the contrary it overbuilt and stalled metal, I had to move the build trees tot eh Ff folder and re balance them, I even modified the universal build routines to stop NTAI spamming radars and metal storage under FF.
If universal build routines fail, modify the build tree to have hard coded names such as ARMOMKR rather than B_METALMAKER
Also someone in the lobby said they'd look into improving NTAI's FF buildtree, same person who did the same for AAI with FF
If universal build routines fail, modify the build tree to have hard coded names such as ARMOMKR rather than B_METALMAKER
Also someone in the lobby said they'd look into improving NTAI's FF buildtree, same person who did the same for AAI with FF
I see why now, i played with resources at 10,000, and NTAI will build factories *it can afford* at the beginning because that's what the CHEAP_FACTORY free form tag does, it filters out a factory from the possibilities if its metal cost is bigger than metal stored*1.3 (which works very nicely for XTA/AA) Your factories simply cost too much and thus need to have a more hard defined build tree, which just means copy buidlers.txt over and over and rename to unit names and stick the unit name... etc someones asking me all this and doing it for you
Well I've tested NTAI XE6.
Odd, like Optimus mentioned. It only takes controll of one team.
And on metalheck. It sucked. (The game was so short, an hour after it I realised I didn't remember sawing any mexes, but I could be wrong).
On Brazzialian Battlefield. It did better.
An flea of mine was able to decrease NTAI's comm's HP by 1500 until it was killed by an AK. (the comm didn't bother to kill it).
A group of peewee's rampaged the base and Spring crashed. (only 2 thuds an the AK were there to stop it, the comm moved south to build more mexes. Underway there I found a con-bot who almost finished an adv solar! hurray!)
Can't tell if it was NTAI causing it or the engine.
That was my vision. I'll continue to try your work. Which is a lot, since you're very productive Alantai. Sheers to you!
Odd, like Optimus mentioned. It only takes controll of one team.
And on metalheck. It sucked. (The game was so short, an hour after it I realised I didn't remember sawing any mexes, but I could be wrong).
On Brazzialian Battlefield. It did better.
An flea of mine was able to decrease NTAI's comm's HP by 1500 until it was killed by an AK. (the comm didn't bother to kill it).
A group of peewee's rampaged the base and Spring crashed. (only 2 thuds an the AK were there to stop it, the comm moved south to build more mexes. Underway there I found a con-bot who almost finished an adv solar! hurray!)
Can't tell if it was NTAI causing it or the engine.
That was my vision. I'll continue to try your work. Which is a lot, since you're very productive Alantai. Sheers to you!