Itty Bitty Request for NTAI
Moderators: hoijui, Moderators
Itty Bitty Request for NTAI
I'm sure many people find it very pleasant, thoughtful, convenient, etc. that you (AF) package NTAI into a nice neat installer, bundled with other thing(s) like SpringSP. However, I don't care so much for using installers for things as small as NTAI, and don't care much about having anything bundled with it either. I might be alone in thinking this, I might not (I haven't asked anyone, anyway), but would it be much of an inconvenience to make NTAI available in a simple old .zip (or better, .7z) file?
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
Excellent!AF wrote:
Also the changelog is becoming unmanageably large
Edit: oh noes i have been outdone!

Last edited by unpossible on 20 Apr 2006, 14:02, edited 1 time in total.
Re: Itty Bitty Request for NTAI
QFT - zips ftwFizWizz wrote:I'm sure many people find it very pleasant, thoughtful, convenient, etc. that you (AF) package NTAI into a nice neat installer, bundled with other thing(s) like SpringSP. However, I don't care so much for using installers for things as small as NTAI, and don't care much about having anything bundled with it either. I might be alone in thinking this, I might not (I haven't asked anyone, anyway), but would it be much of an inconvenience to make NTAI available in a simple old .zip (or better, .7z) file?
Im not a fan of little installers so i just made it so KAI installs itself as long as the dll is in place. works quite nicely!
I noticed a lot of people had trouble, and that putting the dll in the correct palce was the most confusing part of all because unless you'd done it before you had to navigate to a folder somewhere and drop in a load of files in the correct place, and if you made a mistake it'd crash.
That and I dont think Spring would like loading a 2MB dll file so I wont make NTai write the data itself...
That and I dont think Spring would like loading a 2MB dll file so I wont make NTai write the data itself...
Re: Itty Bitty Request for NTAI
neither am i :) i want to know where i put which files...krogothe wrote: Im not a fan of little installers
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
NTai's folder structure is variable
where NTai loads from in XE8 is totally changeable,
it loads
tdfpath/datapath/file.extension
where datapath is "./"NTAI by default and datapath is "Default" or the modname by default.
tdfpath can be changed using an AI.tdf placed in the spring fodler, so it could eb changed to "/home/spring/NTAI/" or "c:\NTAI" etc
datapath is set to modname and if that doesnt exist it uses "Default", hwoever NTai reads from the mod_info.tdf in the mod archive and checks if the modder has specified a specific folder, for example a single Ff buildtree could be sued for all FF versions if they added a tag to laod from the FF fodler in every version, that way NTai wouldnt need manual procedures to copy and maintain itself everytime a new version was released.
Also if the folders dont exist NTai simply doesnt do anything, unlike the other AI's which crash and burn.
In future I suggest that the NTAI fodler be renamed AI and OTAI load from it aswell, as OTAI already laods and saves data files for mex data and DT data that are identical to the copies NTai use and are interchangeable (I copied them out of the OTAI cache folder and NTai couldnt tell the difference.
And the tags used by NTai for datapath in mod_info.tdf ould be useful for OTAI and AAI, as AAI could use ti as profile names so all versions fo AA shared a single AA config file, and OTAI already attempts to gain a generic name by parsing a config file veylon wrote with modnames and their respective loading directories
where NTai loads from in XE8 is totally changeable,
it loads
tdfpath/datapath/file.extension
where datapath is "./"NTAI by default and datapath is "Default" or the modname by default.
tdfpath can be changed using an AI.tdf placed in the spring fodler, so it could eb changed to "/home/spring/NTAI/" or "c:\NTAI" etc
datapath is set to modname and if that doesnt exist it uses "Default", hwoever NTai reads from the mod_info.tdf in the mod archive and checks if the modder has specified a specific folder, for example a single Ff buildtree could be sued for all FF versions if they added a tag to laod from the FF fodler in every version, that way NTai wouldnt need manual procedures to copy and maintain itself everytime a new version was released.
Also if the folders dont exist NTai simply doesnt do anything, unlike the other AI's which crash and burn.
In future I suggest that the NTAI fodler be renamed AI and OTAI load from it aswell, as OTAI already laods and saves data files for mex data and DT data that are identical to the copies NTai use and are interchangeable (I copied them out of the OTAI cache folder and NTai couldnt tell the difference.
And the tags used by NTai for datapath in mod_info.tdf ould be useful for OTAI and AAI, as AAI could use ti as profile names so all versions fo AA shared a single AA config file, and OTAI already attempts to gain a generic name by parsing a config file veylon wrote with modnames and their respective loading directories
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
hmm, I wouldnt know howto do that.
Anyways more changelog:
- Full cheating mode with unlimited resources and LOS
- Attack units attack nearby units based on priority when idle
- If no units are nearby the Attack unis fan out in different directions to find an enemy
- The feasable() functions has been enabled again with a few changes, so NTai wont build things that will make it stall
- If a units task is unfeasable from the above function it'll repair nearby units and reclaim nearby wrecks.
- You can specify in the buildtree units that can onyl be built once, such as targetting facilities
- You can specify buildings that can only have one construction instance, e.g. only build 1 bertha at a time
Anyways more changelog:
- Full cheating mode with unlimited resources and LOS
- Attack units attack nearby units based on priority when idle
- If no units are nearby the Attack unis fan out in different directions to find an enemy
- The feasable() functions has been enabled again with a few changes, so NTai wont build things that will make it stall
- If a units task is unfeasable from the above function it'll repair nearby units and reclaim nearby wrecks.
- You can specify in the buildtree units that can onyl be built once, such as targetting facilities
- You can specify buildings that can only have one construction instance, e.g. only build 1 bertha at a time