NTai XE10.1b - Page 26

NTai XE10.1b

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

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AF
AI Developer
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Post by AF »

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.
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AF
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Post by AF »

Ringold
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Post by Ringold »

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.
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genblood
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Post by genblood »

I'm having a bad day ... I see NTai released a new version ...
There is 2 folders AI and aiddl ... Where does the AI and other
file go? Can some post a breakdown on the file structor ...
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Lindir The Green
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Post by Lindir The Green »

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.
Huh? I've been using B_SOLAR for a while... Did it ever work? Or is this like the reclaim keyword?

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.)
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Lindir The Green
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Post by Lindir The Green »

AF wrote:Lindir, I twiddled a few values in mod.tdf and changed the ratios of con to attack and got much better results.
Which values? What exactly did you change? Do I disagree with those changes?

If it made NTai better than that's good, but I still want to know.
Bad_Dude
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Post by Bad_Dude »

Just went and played NTAI vs KAI on RingAtoll, at about 23min Ntai had built so many ship factories that it lagged the game out, i quit counting at about 45...
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Lindir The Green
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Post by Lindir The Green »

Cheating mode on or off?

Well, either way, that's good! The more factories, the more assault units.
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Lindir The Green
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Post by Lindir The Green »

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.
Bad_Dude
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Post by Bad_Dude »

cheat mode off, and more factories = more con units, very few assault, and alot of lagg
DoW
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Post by DoW »

This is probably a silly question, but in a game, say 3 people playing, who has to type .aicheat for the AI to cheat, the person hosting the game or the person running the bot. I cant tell if its cheating in games or not since it doenst echo its cheating status.
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AF
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Post by AF »

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.
DoW
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Post by DoW »

Thanks for the answer AF. Since .aicheat doenst seem to work in network games... is there anyway I can script some .give commands so it automatically get some units at start?
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AF
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Post by AF »

You can do

.cheat
.team x
.give 3 armcom

.team y
where x is the team number of NTai and y is your team n#

But NTai wont be as good as in aicheat mode, but it'll be better though
DoW
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Post by DoW »

Anyway I could put this in a file and have it called on map loading, or will I have to enter it manually?
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AF
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Post by AF »

manually.

As soon as I create a file loading feature we get back to the original problem of AI interface not liking network games
DoW
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Post by DoW »

Thanks AF
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AF
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Post by AF »

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AF
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Post by AF »

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.
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Sgt Doom
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Post by Sgt Doom »

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.
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