AAI 0.60 released (win + linux version included) - Page 4

AAI 0.60 released (win + linux version included)

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

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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

perhaps another way of doing it (simpler but less reliable) is to use the game time - for the first X minutes the max builders per type is 1, then after that until Y minutes it's 2, then 3 etc up to some max.
submarine
AI Developer
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Post by submarine »

well but usually you need a lot of builders in the beginning to expand fast ...
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unpossible
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Post by unpossible »

yeah on second thought's it's a lot more complex than initially limiting based on time...
I'm trying to think up a way of doing it without altering the priority replacement thing. A lower intial limit would let it priority build a few builders of each type, then build some raiders/defenders/scouts, then up the limit and priority build the rest of the construction force. as the game wears on the limit will go up and more builders can be produced, based on the metal availible.
that won't solve the ai stalling when it builds an adv. kbot fac in xta and tries to pump out 3 decoy coms when it could be making fighters though. Is it possible to catagorise the builders into tech 2/tech 3 and limit them separately?

How does the builder effectiveness decision that stops the ai sometimes building beavers work?
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

JCAI used a buildpower/metalincome config value, which probably would've worked well if the rest of the system didn't suck.

It only works well if the game is somewhat centered around metal income such as XTA. For others you probably need to take energy into account as well.
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Acidd_UK
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Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Is there a way to make AAI play Absolute Annihilation 1.46? I've had a few tries but it never works - the AI just sits there and does nothing :-(
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caldera
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Joined: 18 Oct 2005, 20:56

Post by caldera »

i have the same problem, but atleast the new ntai 8 works
submarine
AI Developer
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Post by submarine »

did you try the LATEST aai version? (0.63, not 0.60)
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

did you rename the cfg file? otherwise it's no surprise that it doesnt work :)
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caldera
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Joined: 18 Oct 2005, 20:56

Post by caldera »

i have 0.63 but i didnt rename anything...have to look into the readme i think...
Targon
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Joined: 16 Dec 2005, 05:15

Post by Targon »

start up the AA with aai, quit after aai loads, loook in the logs and fiind the name of the cfg that aai is looking for, copy and paste than name onto the AA cfg and it should work
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Acidd_UK
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Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

After renaming the 1.44 config file as suggested, it seems to be working :-)
submarine
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Post by submarine »

caldera wrote:...have to look into the readme i think...
it seems as if if nobody reads the the readme before using aai :(
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unpossible
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Post by unpossible »

unpossible wrote:
Sub, how about a quick reminder/hint on the first post about how to make new copies of the cfg files so AAI will work with the most recent versions of mods to help the AAI noobs?
for the noobs ;)
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

unpossible wrote: Sub, how about a quick reminder/hint on the first post about how to make new copies of the cfg files so AAI will work with the most recent versions of mods to help the AAI noobs?
How about uploading a version with modern buildtrees? AA 1.46 has been around for quite long. Newbies shouldn't suffer with all this config copying around. I've seen it happen like 10 times now. Including myself. :)

Just a suggestion.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

pfft bamb, you're using NTai terminology for AAI!!!!! btw what happened to ym AA buildtrees?
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

AF, sorry, here are some lame excuses

1) I was lazy (still am)
2) I was busy (still am)
3) I'm such a noob in AA
4) I kinda somewhat lost my faith in unit-based buildtrees. If you build your first conbot, you obviously build different things (say, mexxes or solars) than with your thirtyfifth conbot (help the adv conbots or the L2 lab or sth). Planning should have a decisive top-down element.
5) You added features and I couldn't keep up. (That's not a bad thing!)
6) My current computer is quite slow for testing AI:s.
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AF
AI Developer
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Post by AF »

Well since the early build you where given 4) has pretty much been eradicated
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Lindir The Green
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Joined: 04 May 2005, 15:09

Post by Lindir The Green »

I sort of agree with 4), but yeah, now there are lots of new features that balance it between top-down stuff.

It's pretty cool, because it makes NTAI too flexible.

5) keeps happening to me too :( :roll:
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

submarine, any info on progress for new release? Maybe with better naval support? metal reclaiming support? base defense scripts? I, and me guess alot of other people, are waiting for your next puppy :D
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

he's been working on it
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