NTai XE10.1b
Moderators: hoijui, Moderators
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- Posts: 4
- Joined: 17 May 2006, 22:29
Build Tress
I'm just curious as to what exactly the build trees for things are. I'm looking through the AI folder in TASpring and like for XTAPE, there are a bunch of text files with the unit names and stuff and am curious as to if these are the build trees for things. If so, then I will write up the build trees for AAS, for the NTai bot.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
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- Posts: 4
- Joined: 17 May 2006, 22:29
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
caydr has deifned a tag int he AA variants tellign NTai where to laod from, look at the mod_info,.tdf file.
You'll also need a mod.tdf in that folder with abstract=0; along with the 2 other tags, look at lindirs XTA buildtree or arghs nanoblboz buildtree to see how.
I believe the folders for AA would be AAS etc, and I think there's an AAS folder thats empty in the installer should anyone attempt an AA buildtree.
You'll also need a mod.tdf in that folder with abstract=0; along with the 2 other tags, look at lindirs XTA buildtree or arghs nanoblboz buildtree to see how.
I believe the folders for AA would be AAS etc, and I think there's an AAS folder thats empty in the installer should anyone attempt an AA buildtree.
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Stall / lockup
I'm not sure if this is a Spring or NTai problem:
I played a 'multiplayer' game, 1 human 2 NTAI bots, all on different teams. A bot scout plane buzzed me pretty quickly, and 'yellow' expanded quite quickly. There was a battle, and somewhere in there I think the two bot commanders blew each other up (it was com-continue). Following that, I expanded outwards. I ran into some enemy vehicles, but they did not attack me. My mortar unit pounded away at the enemy vehicles and they didn't move or attempt to attack him, until he was at point-blank range. 5 minutes later the game froze and had to be End-Task'ed.
No log files were seen in the AI directory after that. The only problem I noticed in the game otherwise was that some messages came up about invalid units, which I assume is because this was AA 1.46 and some units in the NTAI build tree didn't exist.
So, any thoughts on what might have caused the stall and/or lockup?
I played a 'multiplayer' game, 1 human 2 NTAI bots, all on different teams. A bot scout plane buzzed me pretty quickly, and 'yellow' expanded quite quickly. There was a battle, and somewhere in there I think the two bot commanders blew each other up (it was com-continue). Following that, I expanded outwards. I ran into some enemy vehicles, but they did not attack me. My mortar unit pounded away at the enemy vehicles and they didn't move or attempt to attack him, until he was at point-blank range. 5 minutes later the game froze and had to be End-Task'ed.
No log files were seen in the AI directory after that. The only problem I noticed in the game otherwise was that some messages came up about invalid units, which I assume is because this was AA 1.46 and some units in the NTAI build tree didn't exist.
So, any thoughts on what might have caused the stall and/or lockup?
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- Joined: 17 May 2006, 22:29
AF:
Well perhaps it is because I am using the normal variant but...:
:: Absolute Annihilation 1.46
:: AA for Spring v1.46 Standard Edition
:: First instance of NTAI
:: [7thDM]Dark_One : player :: 0
:: AI DLL's in game
:: aidll\globalai\NTai.dll : AI :: 0
:: aidll\globalai\NTai.dll : AI :: 1
:: Found 0 Metal Spots
:: SpeedMetal.smf
:: AASpring146S.sdz
:: map size 26 x 4
[00:00] CManufacturer::Init
:: error loading file :: AI\AA\SpeedMetal.smf\global.txt
:: error loading file :: AI\AA\global.txt
[00:00] CManufacturer::UnitFinished
[00:00] CManufacturer::UnitFinished role set
:: error loading file :: AI\AA\SpeedMetal.smf\armcom.txt
That is taken from my log file for NTai, which is how I found out why it wasn't loading my buildtrees from the AAS/AA146/AASpring146(I renamed it a multitude of times to find the proper one so I could test my buildtrees.)
Well perhaps it is because I am using the normal variant but...:
:: Absolute Annihilation 1.46
:: AA for Spring v1.46 Standard Edition
:: First instance of NTAI
:: [7thDM]Dark_One : player :: 0
:: AI DLL's in game
:: aidll\globalai\NTai.dll : AI :: 0
:: aidll\globalai\NTai.dll : AI :: 1
:: Found 0 Metal Spots
:: SpeedMetal.smf
:: AASpring146S.sdz
:: map size 26 x 4
[00:00] CManufacturer::Init
:: error loading file :: AI\AA\SpeedMetal.smf\global.txt
:: error loading file :: AI\AA\global.txt
[00:00] CManufacturer::UnitFinished
[00:00] CManufacturer::UnitFinished role set
:: error loading file :: AI\AA\SpeedMetal.smf\armcom.txt
That is taken from my log file for NTai, which is how I found out why it wasn't loading my buildtrees from the AAS/AA146/AASpring146(I renamed it a multitude of times to find the proper one so I could test my buildtrees.)
In that case I stand corrected, I was just working off of what caydr told me...
I noticed a problem where the file stream buffered the output which meant if NTai exited through other means such as endtask, crash, or stop debugging, then the logs might not get printed out. That's sorted in XE8.1 among other little things.
I guess the 2 commanders killed eachother ebcause they spent a minute or two fo dgunning eachothers construction things, then one moves in the way slightly and booom, in XE8.1 they'll try to reclaim eachother instead so one Ntai gets a resource boost and there's no big bang.
Also there shouldnt be any error reprots on unitnames as AA uses a totally abstract buildtree that has nothing AA specific in it, hence why it doesnt play anywhere near as good as it could do.
NTai under AA is using only a thousandth of its potential.
[7thDM]Dark_One, if you pm me an email i'll send you the XE8.1 I'm sending lindir, its got everything exept predictive dgunning..
Also in XE8.1 there's a new tag to cotnrol the antistall algorithm
antistall=0;
it's ste to zero by default, zero means no antistall algorithm at all
1 means antistall algorithm on unviersal build keywords and metatags
2 means antistall algorithm for everything.
There's also a B_RULE_EXTREME_CARRY which issues a normal B_RULE_EXTREME, and if it was successfull a second B_RULE_EXTREME is added, otherwise if it fails tis skipped.
I noticed a problem where the file stream buffered the output which meant if NTai exited through other means such as endtask, crash, or stop debugging, then the logs might not get printed out. That's sorted in XE8.1 among other little things.
I guess the 2 commanders killed eachother ebcause they spent a minute or two fo dgunning eachothers construction things, then one moves in the way slightly and booom, in XE8.1 they'll try to reclaim eachother instead so one Ntai gets a resource boost and there's no big bang.
Also there shouldnt be any error reprots on unitnames as AA uses a totally abstract buildtree that has nothing AA specific in it, hence why it doesnt play anywhere near as good as it could do.
NTai under AA is using only a thousandth of its potential.
[7thDM]Dark_One, if you pm me an email i'll send you the XE8.1 I'm sending lindir, its got everything exept predictive dgunning..
Also in XE8.1 there's a new tag to cotnrol the antistall algorithm
antistall=0;
it's ste to zero by default, zero means no antistall algorithm at all
1 means antistall algorithm on unviersal build keywords and metatags
2 means antistall algorithm for everything.
There's also a B_RULE_EXTREME_CARRY which issues a normal B_RULE_EXTREME, and if it was successfull a second B_RULE_EXTREME is added, otherwise if it fails tis skipped.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
i second that - nor SAIFizWizz wrote:it has not happened yet with AAI, at least as far as I've seen.
edit: nor in XE8
Last edited by unpossible on 19 May 2006, 11:18, edited 1 time in total.
- Targ Collective
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- Lindir The Green
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- Joined: 04 May 2005, 15:09