Is ti also giving errors for unviersal build keywords liek B_POWER and B_MEX?
Metatags arent the best wya todo thigns they where added to support certain thgins should other keywords not allow it, so use universal build keywords where you can.
Try compilign RC20 if you can, that has a change that might affect you, the source is int eh linux .deb package thread in Deva dn tis hosted at FU so it'll be at the top fo the latest files page..
What changes did tvo make?
I renamed the CGlobalAI class to CNTai and changed interface.cpp about the typecasting, where there more changes? Or have I got a mailing list post in ym inbox I ahvent read yet?
Hm, I've reentered antitank in the file and now it doesn't give errors anymore (was probably a problem with the text file) but it ignores the build order, all it delivers are three cdroblds, over and over again. Also the cdroblds are building units they shouldn't build, they're starting with a really expensive one when that's only at the end of their build order (since it can't afford that really expensive unit at the beginning of the game). I figure that's the interpolation but is there a way to tell NTAI to not build a specific unit unless the buildorder specifies it?
The relevant tags are:
drone=cdrolas, cdromsl, cdrosnpr;
antitank=cdromsl, cacv;
antidrone=cdrolas, cdrosnpr, ctrireme;
The build order is:
cdrobld, cdrobld, cdrobld, drone, drone, drone, drone, antidrone, antitank, antitank, repeat
I'm using the metatags to force NTAI to mix its attack groups (since it considers most of the units ineffective) but I prefer doing that in groups (so it has the choice to e.g. build laser or sniper drones). The build order is from the drone factory, it can't build the cacv and ctrireme.
AF: Is there a good way to replicate the seemingly-standard-ish mex, power, power, lab, mex, power, power, LLT in NTAI? Everything I've tried leads to it skipping the lab and going nuts with resource buildings.
I think I'm going to try a very pared-down buildtree system first, closer to that used for EE than that used for XTA. I think simpler logic will be easier to write and debug.
nice tobi only noticed i hit that bug when i ran with debug turned on . so nearly forgot about it. also i think i traced my lockin up spring to havin slightly different versions of glibc opps
@AF tobi's changes = http://www.fileuniverse.com/?p=showitem&ID=3552
Last edited by hollowsoul on 01 Jul 2006, 23:39, edited 2 times in total.
AF wrote:first make sure it doesnt stall at any point
Secondly, use unviersal keywords if all else fails
Thirdly, reduce the spacing values in mod.tdf, especially for factories
And make sure you test a wide variety fo maps.
I'm just trying to get basic functionality working first. I know it doesn't stall, but it does do some strange things. The build order I see most often no matter how I tweak things is solar mex metal maker... Which makes no sense.
How does the tasklist stuff work? It uses <name>.txt if there's no tasklist for that unit and a random entry from the tasklist if there is one?
edit :- nm got what u were saying now
compiling atm hopefully bot works now :)
also will try find out those linux verions of headers for media/foo later
Okay, I've replaced all metatags with built-in tags or unit names, seems to work now.
A test match against the KAI had NTAI win within 4 minutes and 20 seconds. The KAI had no chance despite its cheating. A second match (with slightly modified build orders) had NTAI build one of those super expensive things at the start (from a B_ASSAULT order), crippling its economy for ~5 minutes giving KAI a chance to get a bit of an economy going (the match took 20 minutes). Interestingly NTAI built lots of radar/artillery vehicles which countered KAI's cheating (which was so powerful that it made all other units NTAI fielded completely useless). NTAI always had at least 75% map dominance.
bot able to build lvl1 (airplane in my tests) factorys & lvl2
its able to build defenses & constrution lvl1/2 (planes in my test)
and its able to build metal extractors
But nothing else....
emailed logs to u (have extra logging turned like u mentioned in email)
cant compile spring with debugin atm still i figure out how to edit information.h like tobi mention earlier :/ so no backtraces atm :/
In that case I may need todo an RC20a, where I've taken the unit data and put it into the Global class so it isnt shared across all NTais, that might just fix it for you.
KDR, what mod is this in? I dont recognize those unitnames, glad to see someone picking up the build data system.