NTai XE10.1b
Moderators: hoijui, Moderators
- Targ Collective
- Posts: 202
- Joined: 12 Nov 2005, 14:16
hehe, just pm me your email and I'll send you a copy, and I might aswell start documenting the stuff anyways so make notes as you go along and I'll add them to any of my own and write it all up..
2 NTai's(red) versus 2 OTAI's(blue)

note that all screenshots are taken of NTai in normal mode, it cna become a lot mroe pwoerful when you activate cheat mode...
2 NTai's(red) versus 2 OTAI's(blue)

note that all screenshots are taken of NTai in normal mode, it cna become a lot mroe pwoerful when you activate cheat mode...
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
Yeah... I'm, like, really bad at explaining stuff...
If you have a specific question, I can probably answer it, but if you want a general tutorial the best option would be to poke AF for some documentation.
I'll get you started though:
The first, and longest step, is to modify the scouters and attackers list in mod.txt to include every mobile unit in AA.
If a unit is in both lists, it (theoretically) should behave as a search and destroy unit.
If you are confused by all the armcom corcm armwin corape crazy cavedog abbreviations, then I suggest maelstrom's FBI editor; load all the AA units and it will display the official names, the crazy abbreviations, and a whole bunch of stuff about the unit.
After that, just modify the .txt files to have the buildlist for the AA version of that unit, and make more for the AA only construction units.
After that, modify the cheap_multiplier and defence_spacing and stuff in mod.tdf.
Oh yeah, and stuff in global.txt will be build whenever you have a B_GLOBAL in the buildlists.
If you have a specific question, I can probably answer it, but if you want a general tutorial the best option would be to poke AF for some documentation.
I'll get you started though:
The first, and longest step, is to modify the scouters and attackers list in mod.txt to include every mobile unit in AA.
If a unit is in both lists, it (theoretically) should behave as a search and destroy unit.
If you are confused by all the armcom corcm armwin corape crazy cavedog abbreviations, then I suggest maelstrom's FBI editor; load all the AA units and it will display the official names, the crazy abbreviations, and a whole bunch of stuff about the unit.
After that, just modify the .txt files to have the buildlist for the AA version of that unit, and make more for the AA only construction units.
After that, modify the cheap_multiplier and defence_spacing and stuff in mod.tdf.
Oh yeah, and stuff in global.txt will be build whenever you have a B_GLOBAL in the buildlists.
Actually, there's 2 extra ways of telling unitnames
look at the learning file for the mod, it'll be in the format
UNITNAME= VALUE; // hUMAN nAME AS SEEN INGAME - DESCRIPTION TOOLTIP
Also the output groupAI should output as much data as it can find on a unti and save it to text files labelled by the *ingame name*_*itnernal unitname*.txt, for example "Commander_armcom.txt"
Also lindir I changed the way scouter and atatcker tags work slightly.
If you define a list fo scouters and attackers and you also define dynamic selection as true then it will look at the list you specified, and if it doesnt find the unit on that list then it uses the algorithms. It helps iron out problems where NTai doesnt detect a certain unit correctly..
look at the learning file for the mod, it'll be in the format
UNITNAME= VALUE; // hUMAN nAME AS SEEN INGAME - DESCRIPTION TOOLTIP
Also the output groupAI should output as much data as it can find on a unti and save it to text files labelled by the *ingame name*_*itnernal unitname*.txt, for example "Commander_armcom.txt"
Also lindir I changed the way scouter and atatcker tags work slightly.
If you define a list fo scouters and attackers and you also define dynamic selection as true then it will look at the list you specified, and if it doesnt find the unit on that list then it uses the algorithms. It helps iron out problems where NTai doesnt detect a certain unit correctly..

XE8 is here!!!
Nanoblobz 0.4, Spring SP, XE8, 5 GroupAI's
A source package and vanilla version will be available tomorrow sometime
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
The XTA buildtree I sent you was not meant to be released, because it nanostalls horribly. Does this version support customisation of the anti-stall algorithm?
Unless you changed the anti-stall algorithm, I will need to either modify something to make NTAI stop stalling so horribly, or I will need to drastically change the buildtree to make NTAI stop stalling so horribly.

Unless you changed the anti-stall algorithm, I will need to either modify something to make NTAI stop stalling so horribly, or I will need to drastically change the buildtree to make NTAI stop stalling so horribly.
