AAI: Inactivity, what's wrong?

AAI: Inactivity, what's wrong?

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

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Fat Zombie
Posts: 61
Joined: 31 May 2006, 19:16

AAI: Inactivity, what's wrong?

Post by Fat Zombie »

Hi there. I'm a new person to TA Spring, only having discovered it very recently.

Anyway. MY internet connection is a bit unstable, so network games aren't always viable. Thus, I have to turn to bots to keep me amused.

Instead, I have problems. Using the latest version of AAI (.63) downloaded properly, when I start maps, and check the enemy with a scout plane, the commander just stands there. Doing nothing.
He attacks when he sees the units, but he doesn't build bases, or anything like that. Just stands there. STARING.

Anyway. The AI doesn't work on the two default maps, Mars and Small Divide. Are there any ideas why? I've tried it both with an ally (I read the faq on that, so you can't use builder bots and things) and just as an enemy. But it's not worked.

Is there any idea why? I'm sorry if this is a stupid question, and a bad start to my participation. But I just want to be able to play!

Thank you in advance.
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

im guessing you need to have cfg files with the name of the mod you want to play. Rename AA 1.4x to 1.48 and it should work...
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Fat Zombie
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Joined: 31 May 2006, 19:16

Post by Fat Zombie »

krogothe wrote:im guessing you need to have cfg files with the name of the mod you want to play. Rename AA 1.4x to 1.48 and it should work...
I assume you mean the files in the aai/cfg folder? If so, there are a few, like AASpring144F (or S) and AA144AAI and AA144HC. What should I rename?
Bad_Dude
Posts: 44
Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

all to 148, not 144
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Fat Zombie
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Joined: 31 May 2006, 19:16

Post by Fat Zombie »

Bad_Dude wrote:all to 148, not 144
Okay. Thanks!
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Fat Zombie
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Joined: 31 May 2006, 19:16

Post by Fat Zombie »

Okay.

I tried it, it didn't do anything. Then the game crashed, due to a "global exception in the global ai". Any ideas?
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Soulless1
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Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

well it works for me, are you *sure* you got every last one of the AA144--->AA148?
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Fat Zombie
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Joined: 31 May 2006, 19:16

Post by Fat Zombie »

Soulless1 wrote:well it works for me, are you *sure* you got every last one of the AA144--->AA148?
Okay, i've just done the last one, in the learn folder. Let's see.
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

Fat Zombie wrote:
Soulless1 wrote:well it works for me, are you *sure* you got every last one of the AA144--->AA148?
Okay, i've just done the last one, in the learn folder. Let's see.
NO!

read very carefully:
the cfg files in the spring\aidll\globalai\aai\cfg\modmod folder must have the same name as the mod file in the spring\mods folder.

so your mod is called AASpring148S.sdz
rename the AASpring144S.cfg file to AASpring148S.cfg
hey presto

now, READ IT AGAIN
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Fat Zombie
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Joined: 31 May 2006, 19:16

Post by Fat Zombie »

Just checking while I do that then:

Even without the ai working, will the comander still move around, shoot at things that approach, etc? Because he does that. He even followed one of my planes halfway across a map once. He just doesn't do anything else. Would that happen?
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

well, what mod are you using?
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

well the next release version of aai will display a message every few seconds if i has not been initialized succesfully

if aai is not initialized properly, it will not do anything (perhaps crash when the com dies)
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Fat Zombie
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Post by Fat Zombie »

I'm using the Absolute Annihilation Mod. (latest version)
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Fat Zombie
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Joined: 31 May 2006, 19:16

Post by Fat Zombie »

Ooo, it works now. Thanks, you guys! Now I can get mullered in the times when I don't have internet! :D
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unpossible
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Post by unpossible »

good good.

can you put it in the start of the thread when the new version is released so that everyone knows how to do it Submarine?

;)
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

The only problem i've been having with AAI is the rampant crashing, generally 5 minutes into the game.

since I use AAI for testing my mod I have alot of development problems.
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unpossible
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Post by unpossible »

maybe it's particular to the mod or the map? it doesn't like small maps or hamburger hill in my experience.
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Soulless1
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Post by Soulless1 »

GrOuNd_ZeRo wrote:The only problem i've been having with AAI is the rampant crashing, generally 5 minutes into the game.

since I use AAI for testing my mod I have alot of development problems.
Nobody else ever seems to mention this (possibly because I'm wrong), but I used to get that same crashing when I played games with lower unit limits

Now whenever I use aai i make sure to set the unitlimit to 5000 (which nothing ever really reaches) and bam, no crashes in the past 10 or so games. I reckoned maybe submarine tests on 5000 unitlimit and never noticed the AI crashes when it can't build any more units....I've mentioned this before though, and noone seemed to think it was an issue...

Meh. Try it, can't hurt. :-)
submarine
AI Developer
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Post by submarine »

well i dont know what happens if you change the unit limit - but in case you want toi do that you should edit the setting in the mod cfg as well
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Soulless1
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Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

is it not possible to have the AI simply get the max units number from the game settings?
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