NTai XE10.1b
Moderators: hoijui, Moderators
OK, I've spoken with rattle and I think i have eliminated the problem he is having though he has yet to test that.
I also did a little caching work to save more CPU resources from being gobbled up.
I can play a game of 90 minutes with NTai Vs KAI, and then ti crashes, but according to the debugger it's KAI.dll that crashed, so please someone tell me if this freeze crash still occurs and send me the log.
When trying o recreate it try to have lots of NTai's and dont send me log files bigger than 100MB, it just wont do any good as I cant open them. **Ringold*.
Ringold, try running it with NTai.dll it sounds like you're running with NTaiNLOG.dll.
As for those errors to do with global.txt, thats lindirs fault for not putting a semicolon at the end of the Message tag.
Lindirs latest buildtree also had a few other problems, such as using keywords that don't exist such s B_SOLAR among other problems. So once again I've added a few tags to mod.tdf, gone through a few files to get rid of the problem, and made the odd adjustment.
I also did a little caching work to save more CPU resources from being gobbled up.
I can play a game of 90 minutes with NTai Vs KAI, and then ti crashes, but according to the debugger it's KAI.dll that crashed, so please someone tell me if this freeze crash still occurs and send me the log.
When trying o recreate it try to have lots of NTai's and dont send me log files bigger than 100MB, it just wont do any good as I cant open them. **Ringold*.
Ringold, try running it with NTai.dll it sounds like you're running with NTaiNLOG.dll.
As for those errors to do with global.txt, thats lindirs fault for not putting a semicolon at the end of the Message tag.
Lindirs latest buildtree also had a few other problems, such as using keywords that don't exist such s B_SOLAR among other problems. So once again I've added a few tags to mod.tdf, gone through a few files to get rid of the problem, and made the odd adjustment.
Oh, I wasn't complaining about the log size, you gave warning it'd be large, I'm running that dll so if there's a problem you can see it. I rather enjoy seeing nearly 900mb files shrink to less than 3mb anyway :)
Off to test "Uber AI!!!!!!!!!!!!!!!!!!!!!!!!!", I'll submit a log in a bit if anything goes awry.
Off to test "Uber AI!!!!!!!!!!!!!!!!!!!!!!!!!", I'll submit a log in a bit if anything goes awry.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
Huh? I've been using B_SOLAR for a while... Did it ever work? Or is this like the reclaim keyword?AF wrote:Lindirs latest buildtree also had a few other problems, such as using keywords that don't exist such s B_SOLAR among other problems.
Well, I'm pretty sure B_MEX exists, at least it used to.
I'll clean it up tonight (coz what AF did is probably just a quick fix that hurts my perfectionistic brain.)
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
OK. This is really annoying.
The custom metatags are broken. No matter how many semicolons I add to the end of message, it still doesn't work.
It still keeps spitting out "error, a value 'BIG_FUSION' was parsed in global.txt" And others for all of the other values in global.txt
Even the version that you "fixed" doesn't work.
The custom metatags are broken. No matter how many semicolons I add to the end of message, it still doesn't work.
It still keeps spitting out "error, a value 'BIG_FUSION' was parsed in global.txt" And others for all of the other values in global.txt
Even the version that you "fixed" doesn't work.
The problem is i don't know when ti comes to aicheat and network games because as far as I'm aware spawning things in a network game from an AI de syncs the game, so I'm guessing it simply isn't turning on.
I've asked the Dev's to make the AI cheat interface fully synced but so far I've gotten replies saying ".give" will work in network games which isn't what i want at all.
Lindir, look at the end. Don't bother trying to move my change to your buildtree, just build on top of mine.
Also for AI and aidll folder, why bother? After all it is all done by the installer, there's no XE9 vanilla atm.
B_MEX is there lindir, but B_SOLAR was never there. I'd rpefer it if you put B_POWER instead of armsolar or corsolar, and B_MEX instead of amrmex/cormex, to make it more protable, as cormex wont be very nice on a water map, and armsolar instead of B_POWER means NTai stops taking advantage of wind gens and tidals.
I also added missile towers after some B_MEX's (former cormex/armmex), further changed the balance of con/atatcker, and added to the tags in mod.tdf at the end.
I changed the adv air con to build more, and added a B_GEO here and there. I added all the lvl 1 factories, solars, wind gens and mexes to the bit that says if it's in this range go help build instead of starting a new one.
Oh and CORTARG isn't ranged, it's anywhere, so I've added that back in again.
And ignore the B_GLOBAL problem for now with global.txt I'll look into it but it ain't that important.
I've asked the Dev's to make the AI cheat interface fully synced but so far I've gotten replies saying ".give" will work in network games which isn't what i want at all.
Lindir, look at the end. Don't bother trying to move my change to your buildtree, just build on top of mine.
Also for AI and aidll folder, why bother? After all it is all done by the installer, there's no XE9 vanilla atm.
B_MEX is there lindir, but B_SOLAR was never there. I'd rpefer it if you put B_POWER instead of armsolar or corsolar, and B_MEX instead of amrmex/cormex, to make it more protable, as cormex wont be very nice on a water map, and armsolar instead of B_POWER means NTai stops taking advantage of wind gens and tidals.
I also added missile towers after some B_MEX's (former cormex/armmex), further changed the balance of con/atatcker, and added to the tags in mod.tdf at the end.
I changed the adv air con to build more, and added a B_GEO here and there. I added all the lvl 1 factories, solars, wind gens and mexes to the bit that says if it's in this range go help build instead of starting a new one.
Oh and CORTARG isn't ranged, it's anywhere, so I've added that back in again.
And ignore the B_GLOBAL problem for now with global.txt I'll look into it but it ain't that important.
I believe I have banished the middle game lockup once and for all (please don't prove me wrong).
In light of this I have added 2 new buildtree tags lindir, one makes the unit guard the nearest factory, the other makes the unit guard the nearest unit of the same type.
Also added is a new points of interest system. Remember those random movements that idle attack units do when they've got nought to do? Now they'll seek out these points of interest.
Points of interest include starting positions, mex spots, and enemy units that got spotted.
In light of this I have added 2 new buildtree tags lindir, one makes the unit guard the nearest factory, the other makes the unit guard the nearest unit of the same type.
Also added is a new points of interest system. Remember those random movements that idle attack units do when they've got nought to do? Now they'll seek out these points of interest.
Points of interest include starting positions, mex spots, and enemy units that got spotted.
I've had NO lag spikes at all during a 160+ minute game (might have something to do with me nuking it's fat base, but whatever) I'll tell you of any problems I encounter with this newest version.
Although I have to say, it sucks at offense, it just base camps and sends like 1 or 2 fighters every minute or so at me, with the occaisonal tank or kbot.
Although I have to say, it sucks at offense, it just base camps and sends like 1 or 2 fighters every minute or so at me, with the occaisonal tank or kbot.