NTai XE10.1b
Moderators: hoijui, Moderators
Crashed each time, all logs except 1 end with this.
[12:50] Dgunning failed, canDGun == false
[12:50] CManufacturer::TaskCycle has found the unitID, issuing TaskCycle
[12:50] CManufacturer::TaskCycle
[12:50] CManufacturer::TaskCycle Task executed
[03:07] Dgunning failed, canDGun == false
[03:07] CManufacturer::TaskCycle has found the unitID, issuing TaskCycle
[03:07] CManufacturer::TaskCycle
[03:07] CManufacturer::TaskCycle Task executed
[03:07] scheduled unitidle loop finished
[03:07] issuing command in update()
[03:07] issuing command in update() succeeded
[12:50] issuing mobile unit :: ARMBATS
[12:50] CManufacturer::TaskCycle Task executed
[12:50] issuing command in update()
[12:50] issuing command in update() succeeded
[12:50] issuing command in update()
[12:50] issuing command in update() succeeded
[12:50] issuing command in update()
[12:50] issuing command in update() succeeded
[12:50] issuing command in update()
[12:50] issuing command in update() succeeded
[12:50] issuing command in update()
[12:50] issuing command in update() succeeded
[12:50] CManufacturer::UnitIdle
[12:50] issuing random move
[12:50] issuing random move accepted
Thats how all my games Ive just played ended.[03:06] CManufacturer::TaskCycle Task executed
[03:06] scheduled unitidle loop finished
[03:06] issuing command in update()
[03:06] issuing command in update() succeeded
[03:06] issuing command in update()
[03:06] issuing command in update() succeeded
[03:08] issuing random move
[03:08] issuing random move accepted
[03:08] issuing command in update()
[03:08] issuing command in update() succeeded
It's getting boring...
any ideas yet? appearently a problem with me only 
Code: Select all
Number of damage types: 5
Unknown feature type
TA Spring 0.72b1
AI has enabled cheating.
GlobalAI1: error in Global constructor, cannot continue
GlobalAI1: Error :: InitAI() in XE9RC12 failed, please notify AF at once
GlobalAI1: Error :: www.darkstars.co.uk

I also crash every time, with the same at the end of the logs. There are of course, other errors:
[00:00] error :: a value :: B_SCOUT :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
.
.
.
[02:25]issuing random move failed (upos given as UpVector)
[02:25] CManufacturer::UnitFinished
[02:25] CManufacturer::UnitFinished role set
[02:25] error :: a value :: B_RULE_CARRY :: was parsed in :: AI\Default\commander.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
I've changed the exception handling around, fixed a few errors which gave me crashes and now ti runs perfectly fine in long games for me.
New Exception handling arrangements should mean less interference with the AI's workings and more log information.
I've also packaged a second NTai.dll aka NTaiNLOG.dll, which will log lots and lots of information, so don't use it unless you get a crash as the log files get very big sometimes but it will give em a heck of a lot more data on any crash.
I also fixed a few things:
Fixed a bug that introduced the corner bug problem into the attack targeting system.
Changed order caching system to filter out more invalid commands.
Removed a few errors people got with the default buildtree
Add B_FIGHTER B_SHIELD and B_GUNSHIP
Changed around Lindirs buildtree somewhat to get better performance (more attacking units, less builders, a few silly decisions changed)
Download XE9A Installer
New Exception handling arrangements should mean less interference with the AI's workings and more log information.
I've also packaged a second NTai.dll aka NTaiNLOG.dll, which will log lots and lots of information, so don't use it unless you get a crash as the log files get very big sometimes but it will give em a heck of a lot more data on any crash.
I also fixed a few things:
Fixed a bug that introduced the corner bug problem into the attack targeting system.
Changed order caching system to filter out more invalid commands.
Removed a few errors people got with the default buildtree
Add B_FIGHTER B_SHIELD and B_GUNSHIP
Changed around Lindirs buildtree somewhat to get better performance (more attacking units, less builders, a few silly decisions changed)
Download XE9A Installer
Code: Select all
AI has enabled cheating.
GlobalAI1: error in Global constructor, cannot continue
GlobalAI1: Error :: InitAI() in XE9rc14 failed, please notify AF at once
GlobalAI1: Error :: www.darkstars.co.uk

Could you include a command for the player to chose the respective starting type? e.g. .aitype <numai> 1/2/4/8 for kbots, tanks, aircraft, hovercrafts etc
That'd probably fix it, at least for me
Not sure if this is a problem, but still getting these errors in the logs (the ai still seems to work):
[00:00] <0 Frames> error :: a value :: B_MEX :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RULE_EXTREME :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RADAR :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RULE :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RUL_EXTREME :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_MEX :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RULE :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_MEX :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_GUARDIAN :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_BUILDER :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_BUILDER :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_SCOUT :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_ASSAULT :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RULE :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_FACTORY :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_FACTORY :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_FORTIFICATION :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_FORTIFICATION :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_FORTIFICATION :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RADAR :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RULE :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_POWER :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
I'm back, just so you know.
Off to make revisions...
edit: This is annoying I'm going to have to test it against itself, because currently KAI crashes when there is more than 1 AI, and both SAI and AAI don't work with the new spring version.
edit2: What exactly did you change? B/c I want to be able to re-evaluate the changes.
I see you've made singlebuild=armtarg, cortarg
This is bad because the facilities have a set range (At least that is what I thought.) I want NTai to build multiples.
Are all of the changes in mod.tdf? B/c it would otherwise be very hard to track them down.
edit3: It seems not... I understand your logic but it is still a bit annoying having large changes. I'm going to redownload the buildtree I put on FU.
If you have suggestions, tell them to me. Don't just change the buildtree. I have good reasons for a lot of things I'm stubborn about, and I'd be happy to defend them staunchly.
Off to make revisions...
edit: This is annoying I'm going to have to test it against itself, because currently KAI crashes when there is more than 1 AI, and both SAI and AAI don't work with the new spring version.
edit2: What exactly did you change? B/c I want to be able to re-evaluate the changes.
I see you've made singlebuild=armtarg, cortarg
This is bad because the facilities have a set range (At least that is what I thought.) I want NTai to build multiples.
Are all of the changes in mod.tdf? B/c it would otherwise be very hard to track them down.
edit3: It seems not... I understand your logic but it is still a bit annoying having large changes. I'm going to redownload the buildtree I put on FU.
If you have suggestions, tell them to me. Don't just change the buildtree. I have good reasons for a lot of things I'm stubborn about, and I'd be happy to defend them staunchly.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
New buildtree!
http://www.fileuniverse.com/?p=showitem&ID=3504
I completely rewrote everything that AF changed, not just because I wanted to be the sole provider of the XTA buildtree, but because I dissagreed with a lot of the changes.
I did think about them and take them as suggestions, so now the buildtree agrees a bit more with AF than before.
Changes from the buildtree in the install:
-New air buildtree
-Higher proportion of assault units
-A bit more likely to go advanced, even if doing so would cause temporary stalling
-Now it should only build one krog gantry at a time every 1000 units
-Numerous other unremembered tweaks
So test it, and give me feedback. Remember: saying "it sucks" doesn't make anything happen.
http://www.fileuniverse.com/?p=showitem&ID=3504
I completely rewrote everything that AF changed, not just because I wanted to be the sole provider of the XTA buildtree, but because I dissagreed with a lot of the changes.
I did think about them and take them as suggestions, so now the buildtree agrees a bit more with AF than before.
Changes from the buildtree in the install:
-New air buildtree
-Higher proportion of assault units
-A bit more likely to go advanced, even if doing so would cause temporary stalling
-Now it should only build one krog gantry at a time every 1000 units
-Numerous other unremembered tweaks
So test it, and give me feedback. Remember: saying "it sucks" doesn't make anything happen.
What baffles me is that impossible errors seem to be cropping up that i have never encountered myself.
That one with the thing giving errors from the global buildtree is strange, did you get ti with XE8? It hasn't changed since XE8.
Lindir, I twiddled a few values in mod.tdf and changed the ratios of con to attack and got much better results.
Any further problems, can you email me as I have limited access to the forum, If i knew about these problems when they where posted hare through email you could all have had them fixed by now.
And please send me entire logs, parts of logs aren't as helpful to me, and make sure they where generated by NTaiNLOG.dll not NTai so i have enough information to debug. And don't mail me 5 logs in an email one after another, add them as attachments
That one with the thing giving errors from the global buildtree is strange, did you get ti with XE8? It hasn't changed since XE8.
Lindir, I twiddled a few values in mod.tdf and changed the ratios of con to attack and got much better results.
Any further problems, can you email me as I have limited access to the forum, If i knew about these problems when they where posted hare through email you could all have had them fixed by now.
And please send me entire logs, parts of logs aren't as helpful to me, and make sure they where generated by NTaiNLOG.dll not NTai so i have enough information to debug. And don't mail me 5 logs in an email one after another, add them as attachments
Joined the board just to pipe in here, maybe provide logs to help since I like this AI so much.
Poked at an AI for over two hours last night, 867mb log file.. Compressed it down to 2.6mb with 7zip (WinRAR can decompress it), I'll send it when I get home. I noticed some lag, and it times is spiked as was jarring. Got a powerfully overlocked AMD X2, and I don't think it was my vid card choking.. It would happen when little was on the screen (unless the engine is silly and renders everything all the time), and seemed to stop right after I carpet nuked their side of the map. Could it have just been the activity of writing to a 800+mb file? Might've even been antivirus freaking out to scan it on-access. No crashes, though! I'll waste more of my life playing later.
I forgot the ".cheat" ".aicheat" thing until late in the game.. had it one 3x speed, looking at a blank part of the map when I typed it. Before I know it, something must've spawned in my base, or.. something.. cause my army stirred and there was a hole where a commander or nuke had gone off.. in the middle of my base. No idea what happened, but then again, no idea what the .aicheat does.
Keep up the good work.
Poked at an AI for over two hours last night, 867mb log file.. Compressed it down to 2.6mb with 7zip (WinRAR can decompress it), I'll send it when I get home. I noticed some lag, and it times is spiked as was jarring. Got a powerfully overlocked AMD X2, and I don't think it was my vid card choking.. It would happen when little was on the screen (unless the engine is silly and renders everything all the time), and seemed to stop right after I carpet nuked their side of the map. Could it have just been the activity of writing to a 800+mb file? Might've even been antivirus freaking out to scan it on-access. No crashes, though! I'll waste more of my life playing later.
I forgot the ".cheat" ".aicheat" thing until late in the game.. had it one 3x speed, looking at a blank part of the map when I typed it. Before I know it, something must've spawned in my base, or.. something.. cause my army stirred and there was a hole where a commander or nuke had gone off.. in the middle of my base. No idea what happened, but then again, no idea what the .aicheat does.
Keep up the good work.