AAI 0.70 released - Win + Linux version included
Moderators: hoijui, Moderators
Funny, but it works with KAI, and has done since v0.0, with the same metal class versions posted in the forums. Maybe if you got your pinky finger out of your own ass AF, you could realize that me and my code are not to blame for every single problem in the universe.AF wrote:It's a flaw in krogothes metal class not AAI specifically.
Oh, and if you even bothered to test your own AI thoroughly you'd know NTAI DOES work on greenfields.
I had enough of your constant sniping at my metal class and AI. If you were at least slightly correct in any of your delusions, maybe i could look at it favourably as criticism, but its just clear jealous bullshit. I want you to stop using my metal class from now on and forever more. I cant enforce that but if you have any decency left on you, find an alternative for the next release!
Sorry for this on your thread sub, but i just had enough...
pah, I saw metal class code, and it was obviously an extreme example fo a map, possibly greenfields? So inconcluded it mgiht be the metal class at fault, then gave a condition which would determine if this was true.
So pleas go ahead and tell anyone who even considers the class to be anything but flawless to shutup or be flamed.
And did you take notice of the fact AAI's version is a modified version? Or that it might not be the latest version of your class?
So pleas go ahead and tell anyone who even considers the class to be anything but flawless to shutup or be flamed.
And did you take notice of the fact AAI's version is a modified version? Or that it might not be the latest version of your class?
As i said, both KAI and NTAI work on it.
Make real criticism that is actually based on FACT and i will listen. Sub has made some criticism to my metal class and it has turned to be correct. In contrast, every single one of your claims since v0.2 have been incorrect, which can only lead me to think youre trying to annoy me.
You made some good criticism when the first version came out, it was listened to and i made changes in all the aspects you mentioned, like an improved saving system using the y value for float3s and other improvements.
Constructive criticism is appreciated. Incorrect, untested sniping aimed specifically at me isnt.
Your third paragraph is irrelevant, my post has is do with you and your constant bitching and whining towards me and my work in general, hence why i apologized to sub for the derail.
My request stands. Please stop using my metal class from now on.
Make real criticism that is actually based on FACT and i will listen. Sub has made some criticism to my metal class and it has turned to be correct. In contrast, every single one of your claims since v0.2 have been incorrect, which can only lead me to think youre trying to annoy me.
You made some good criticism when the first version came out, it was listened to and i made changes in all the aspects you mentioned, like an improved saving system using the y value for float3s and other improvements.
Constructive criticism is appreciated. Incorrect, untested sniping aimed specifically at me isnt.
Your third paragraph is irrelevant, my post has is do with you and your constant bitching and whining towards me and my work in general, hence why i apologized to sub for the derail.
My request stands. Please stop using my metal class from now on.
My qualms since v2 have been consistently about a small set of problems for which I've even given proposed fixes, and have either met two reactions (ignored completely, or denied they existed despite long arguements and proofs). One of which after a long denial you told me howto fix it then went back to denying it. The other an issue I've been going on about sicne the very first metal class was released by cain which has such a ridiculously simple fix that nobody ahs implemented.
So while your being childish over all of this, I'm going to carry on using the class, which isnt exactly 100% identical to your version either,and theres nothing you can do about it because it's GPL. Theres no reason to be so petty about all this.
So while your being childish over all of this, I'm going to carry on using the class, which isnt exactly 100% identical to your version either,and theres nothing you can do about it because it's GPL. Theres no reason to be so petty about all this.
http://www.stigern.net/upload/images/Un ... 1_copy.jpg
When I start the game, it loads and when its finished, it jump back to the battlescreen with this error (look at the pic)
I just unzipped the contents of the zip file in the "aidll" folder.
Any reason why it doesnt work?
When I start the game, it loads and when its finished, it jump back to the battlescreen with this error (look at the pic)
I just unzipped the contents of the zip file in the "aidll" folder.
Any reason why it doesnt work?
You are probably using an outdated version of AAI.
Downloading AAI 0.70 should fix the problem.
Downloading AAI 0.70 should fix the problem.
I checked AAI code and definitely it doesn't use the latest Metal Class version, so there is really no reason to blame krogothe for it.AF wrote:It's a flaw in krogothes metal class not AAI specifically.
This error should affect KAI and NTai aswell if thats true
I was playing Smalldivide, and sent 4 nukes, and then it crashed.
But, im using Total Annihilation 2.11, is that maybe the reason?
So, the only AI I found who works on water maps, is NTAI, but it doesnt
build boats, so its kind of useless :p
AAI only start in the upper left corner of the map, and there the commander just stay. Doesnt move, but attacks units if they come close to him.
But, im using Total Annihilation 2.11, is that maybe the reason?
So, the only AI I found who works on water maps, is NTAI, but it doesnt
build boats, so its kind of useless :p
AAI only start in the upper left corner of the map, and there the commander just stay. Doesnt move, but attacks units if they come close to him.
huh? there is no TA 2.11
I guess you mean AA 2.11 in which case AA != OTA/TA.
btw so far every test with water maps has come abck that NTai builds boats but it builds too much which totally contradicts what you say. However NTai doesnt support AA and when playing NTai with AA you can expect a big reduction in NTai's difficulty. NTai has no AA build data that works correctly.
That beign said, none of the AI's where designed for water maps, and they've been developed and engineered with land maps in mind.
It'd be appreciated if you started a new thread in the Help/Bugs forum rather than posting in thsi thread again.
I guess you mean AA 2.11 in which case AA != OTA/TA.
btw so far every test with water maps has come abck that NTai builds boats but it builds too much which totally contradicts what you say. However NTai doesnt support AA and when playing NTai with AA you can expect a big reduction in NTai's difficulty. NTai has no AA build data that works correctly.
That beign said, none of the AI's where designed for water maps, and they've been developed and engineered with land maps in mind.
It'd be appreciated if you started a new thread in the Help/Bugs forum rather than posting in thsi thread again.
Thanks, it all really cleared up now. Well by all means the AAI is in my opinion the most challenging AI.AF wrote:huh? there is no TA 2.11
I guess you mean AA 2.11 in which case AA != OTA/TA.
btw so far every test with water maps has come abck that NTai builds boats but it builds too much which totally contradicts what you say. However NTai doesnt support AA and when playing NTai with AA you can expect a big reduction in NTai's difficulty. NTai has no AA build data that works correctly.
That beign said, none of the AI's where designed for water maps, and they've been developed and engineered with land maps in mind.
It'd be appreciated if you started a new thread in the Help/Bugs forum rather than posting in thsi thread again.

Bug Report:
Hello, I have a little buf 4 you...
I played on a small (8x8) map and since I din't want the game to turn into an artilery duel, I disabled The Bertha, Intimidator, Vulcan and Buzzsaw (from Units tab in he Battle window)
The Map loaded but then the game crashed.
I used AA 2.11 mod.
I know it's AI related somehow because when I start the game with an EmptyAI Bot, the game launches without crashing. I also tested this on several maps. Same result.
Also the AI or spring logs are clean, no errors reported...
I played on a small (8x8) map and since I din't want the game to turn into an artilery duel, I disabled The Bertha, Intimidator, Vulcan and Buzzsaw (from Units tab in he Battle window)
The Map loaded but then the game crashed.
I used AA 2.11 mod.
I know it's AI related somehow because when I start the game with an EmptyAI Bot, the game launches without crashing. I also tested this on several maps. Same result.
Also the AI or spring logs are clean, no errors reported...
if you disable units the ai will crash because it gots confused with all its precached values.
two possible solutions:
(1) create own modcaches for each unit restriction (and switch manually by copying/renaming files (sounds awful))
(2) as long as you only want to remove artillery, go to the mod cfg of aa and set MAX_STAT_ARTY to 0 (will stop aai from building long range artillery)
two possible solutions:
(1) create own modcaches for each unit restriction (and switch manually by copying/renaming files (sounds awful))
(2) as long as you only want to remove artillery, go to the mod cfg of aa and set MAX_STAT_ARTY to 0 (will stop aai from building long range artillery)