AAI 0.55 - compatible with new spring version
Moderators: hoijui, Moderators
im sorry that there are so many crash bugs in aai 0.55... i fixed some of them and at least im having relativly stable games now. i hope other ppl will not be suffering from crashbugs anymore after the next release as well
@qman:
all parts of aai except metal spot class (based on krogothe) have been completly written by myself
@qman:
all parts of aai except metal spot class (based on krogothe) have been completly written by myself
i doubt it will be much more aggressive since i didnt change something in the current attack code. it would take some more weeks to improve and test that so i think its better to release a more stable version with water support first
edit: (current changelog)
AAI v0.60: (AAI's folder structure changed as well as all cache/learning files - i heavily recommend deleting old AAI versions before installing AAI 0.60)
- Experimental water map support, view FAQ for more details
- Changed buildtable: Hover crafts got their own category (no longer part of ground units) and several code cleanups to optimize speed
- AAI remembers which usefulness of different assault categories and orders further combat units based on that (i hope this will especially help adjusting the amount of land, hover and sea units aai uses on a mixed land/water map)
- Added support for stationary artillery (e.g. berthas) (added MAX_STAT_ARTY statement to mod cfg)
- Added support for air repair pads (added MAX_AIR_BASE statement to mod cfg)
- Builder selection improved, AAI now uses closest idle builder
- Improved/Fixed several mod cfg files
- Improved ressource management a bit
- Fixed a few crashbugs
- Fixed various smaller issues/bugs
edit: (current changelog)
AAI v0.60: (AAI's folder structure changed as well as all cache/learning files - i heavily recommend deleting old AAI versions before installing AAI 0.60)
- Experimental water map support, view FAQ for more details
- Changed buildtable: Hover crafts got their own category (no longer part of ground units) and several code cleanups to optimize speed
- AAI remembers which usefulness of different assault categories and orders further combat units based on that (i hope this will especially help adjusting the amount of land, hover and sea units aai uses on a mixed land/water map)
- Added support for stationary artillery (e.g. berthas) (added MAX_STAT_ARTY statement to mod cfg)
- Added support for air repair pads (added MAX_AIR_BASE statement to mod cfg)
- Builder selection improved, AAI now uses closest idle builder
- Improved/Fixed several mod cfg files
- Improved ressource management a bit
- Fixed a few crashbugs
- Fixed various smaller issues/bugs
@argh:
i never played nanoblobs but afaik it uses a different tech tree like unit building other units. aai cannot support that atm, since its a rarely used feature (and ntai seems to perform well with nano blobs) i dont want to rewrite things because of one mod
@flozi:
in theory yes, aai doesnt build geos at all atm but this should be possible. however, i dont like that geo-airfield buidling at all - a lot of maps dont have geo spots or not enough to build all those different factories
couldnt you just drop that?
i never played nanoblobs but afaik it uses a different tech tree like unit building other units. aai cannot support that atm, since its a rarely used feature (and ntai seems to perform well with nano blobs) i dont want to rewrite things because of one mod
@flozi:
in theory yes, aai doesnt build geos at all atm but this should be possible. however, i dont like that geo-airfield buidling at all - a lot of maps dont have geo spots or not enough to build all those different factories
couldnt you just drop that?
There are now only 2 factories. (Or there will be) The idea behind the Geo-airfields is to inhibit the number of aircraft in a given game. Of course, in TA you could put multiple factories on one geo, so the multiple factories wasn't so much of an issue. It also allows the possibility of a non-air game, should you want to, simply by picking a geo-less map.
Submarine, units building units isnt as hard as you think.
If you have a factory building unit build function and a unit building stationary then for unit building untis just use the units building stationary routine, but add a check so that it doesnt leave black spaces on your building algorithm setup.
And how are you doing long range Artillery, back a few months ago when I added it to NTAI, I made it just search for the highest value in weapons range and reevaluated the target every 16 seconds...
If you have a factory building unit build function and a unit building stationary then for unit building untis just use the units building stationary routine, but add a check so that it doesnt leave black spaces on your building algorithm setup.
And how are you doing long range Artillery, back a few months ago when I added it to NTAI, I made it just search for the highest value in weapons range and reevaluated the target every 16 seconds...