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Posted: 18 Apr 2007, 17:47
by FLOZi
Triaxx2 wrote:I have XP now, with working spring, so I can help with testing if you need it.
Welcome back Triaxx
Posted: 19 Apr 2007, 00:34
by overkill
*edited*
i took out everything to stop the ugglyness (dont wanna ugly up and ai thread)
Posted: 19 Apr 2007, 01:46
by AF
the original EE config and lindirs XTA config need rebuilding. It isnt hard to do it from scratch as forb didnt get very far.
Also delete everything in the /AI/NTia/learn folder before you put the new NTai in or try to use any of the newer configs. An old NTai generated learn files that crash NTai due to improper syntax.
Thus I present XE9.7C
(Isnt that an ugly pic?)
A new Toolkit with the 2 new keywords will be available soon.
Posted: 19 Apr 2007, 10:30
by tombom
Solobuild doesn't seem to work like it's supposed to; I've set the Energy Structure in CvC to be solobuild but builder drones still skip over the instructions to build a couple of mexes and each build an energy structure, leading to about 6-8 of them being built at once.
Posted: 19 Apr 2007, 11:06
by 1v0ry_k1ng
single build is also sometimes ignored.
exclusion does not work.
the new command repair unfinished mobile does not work, it behaved 100% the same as gaurd factory (gaurding an idle factory)
Posted: 19 Apr 2007, 15:22
by Tim-the-maniac
Hi, some comments/questions,
Is there some documentation for b_rule anywhere?
Repair ranges, exclusion zone and solobuild dont seem to work.
Also maybe commander dgunning should be disabled unless you add a check to stop it dgunning its own factory too :)
nice AI btw ^
Posted: 19 Apr 2007, 18:39
by AF
Then never commit the cardinal sin of using raiding against an AI, moving yoru AK behind a factory wont protect it an AI will just dgun straight through it and ruin the game. I would have to make a new algorithm up for dgunning to prevent that and I dont want to.
And there are no guard commands at all in the b_guardian_mobiles. What you describe is impossible, b_guardian_mobile uses CMD_REPAIR and CMD_REPAIR only.
In the mean time I'll look into things, but do try and look at the circumstances where this happens, e.g when all those drones tried to build energy in CvC, had all 8 been idle when they recieved the order or was one already building? How large are your exclusion zones? Did it try to build a second building with the singlebuild tag after another had already been built or did it just get the order while the 2 cons hadnt started yet and wheer still moving towards the build position?
Semantics! Simply saying something is broken without any detailed description isnt that helpful, NTai has a lot of complex logic flows in it and I need to know where the problem is, is exclusion order broken? Or if it just not checking plans of buildings that havent been started yet? Is this a problem with keywords or unitname type tasks?(b_factory versus arm_kbot_lab) What sort of building was it?(building, mex, DT, or radar? They all use totally different building placement mechanisms) Can it occupy several of those roles?(a mex with built in radar?)
Posted: 19 Apr 2007, 21:11
by tombom
AF wrote:In the mean time I'll look into things, but do try and look at the circumstances where this happens
It goes: builder comes out of factory, starts building energy structure, which is explicitly named. A few more units come out of factory and another builder. It has b_guardian and cmex (explicit mex name) but decides to build a new energy structure even though it has solobuild.
Posted: 19 Apr 2007, 23:22
by overkill
after reinstalling 7 times i got ntai to work and now im testing it with my basic cnfgs i made (kernel panic and ee urc lvl 1) and im impressed but i have noticed that if you dont build the constructor close to a geo it will spam u messages that it cant build the socket but only the 2cd ai actually built stuff with the constructer same with ees hubs.
i like the cnfg builder alot it is easy (actually fun to use) and allows you to costomise almost every aspect of how the ai behaves but im making a cnfg pack for the people who are to lazy to spend five minutes to make a decent cnfg to play with.
Posted: 20 Apr 2007, 11:04
by AF
^_^, you may want to look at my Kernel Panic 0.7 config or the v1.0 config, I found it tends not to like building sockets when it has mines in its tasklist.
Posted: 20 Apr 2007, 12:41
by overkill
ok, but what i what i was trying to say i let 4 ntais go at it in kp (i was specing) only team two used the builders to do any thing.
Posted: 20 Apr 2007, 13:21
by 1v0ry_k1ng
if your NTAI does not work, delete ALL THE LEARNING FILES.
put your config in the configs folder.
the 1kb notepad file with the same name as your config is a shortcut your config, make sure that if you have renamed your config the shortcut leads to the correct place.
AF any idea why my NTAI is so passive yet?
Posted: 20 Apr 2007, 15:44
by AF
Not really no, I've made a few modifications to make things a little more sensibile but I cant see why it'd behave that way anyway but who knows, it might make a difference.
And in the ideal situation, you have Toolkit in the /AI/ folder and everything else in the /AI/NTai/ folder, just like the contents of the toolkit archive when downloaded, and that all of this is in your spring folder ready for immediate testing.
I would imagine you'd only go into those folders in order to read logs, or upload config archives toolkit has generated.
Posted: 21 Apr 2007, 15:15
by DJ
Been testing this and as mentioned before solobuild is not working. In my case it was an advanced vehicle lab built according to unit not b_factory. Just a few questions as well;
How do you get it to upgrade mexes?
What does bad pos(1)6 mean? I got this quite regularly then at one point there were so many being marked it gave delayed response errors...
When I told a level 2 vehicle to build radar one built a nuke and the other built an annihilator (using the b_radar command, assume that is because they both have radar coverage but is there a way to prevent this?)
What unit is the exclusion zone done in? what is a reasonable value?
Posted: 21 Apr 2007, 18:32
by AF
pixels.
In the tooltip, you see co-ordinates, and they're in the same scale.
The only values which aren't in that scale are the spacing values where 1 == 8 pixels.
Ivory King has tested another set of builds and attacking is working fine now. It seems a check on the enemies ally number was using the normal callback and not the cheat interface, causing the matrix only to update within line of sight.
As for mex upgrading, there is a simple routine but it doesn't work very well. I'm not too fussed about rewriting it atm.
Posted: 22 Apr 2007, 15:58
by DJ
what about the bad pos messages? These basically kill the game towards the end...
Posted: 22 Apr 2007, 17:15
by 1v0ry_k1ng
exclusion zone totally dosnt work atm. I had it to 1200, and saw 5 radar towers near eachother.
also, singlebuild and solobuild are often ignored. they certainly do somthing, but I still occasionally see two L2 factories made at once still.
also, applying them both seems to negate them, though again this could be the random factor.
attacking works but it dosnt take interest in destroying the last few metal extractors at the end.
it also launches all its attacks to the core of the enemy base, meaning atm it dosnt raid or try and dominate the map, attack undefended mex's on the edge of enemy territory, this could be somthing to look at int he future.
my idea for putting a scout tag back in would be make the unit move to and only target enemy mex's, patrol between metal spots, or move randomly between each metal spot.
Posted: 22 Apr 2007, 21:34
by AF
the bad pos message is the same as "we couldnt find a build position"
Posted: 24 Apr 2007, 03:49
by Argh
AF, do you have a build of NTAI that will work with latest SVN revisions? I have some features of my project I need to playtest.
Posted: 24 Apr 2007, 17:40
by AF
No, I dont have an svn client here so I cant get the source, and it'd take me a lot of re-arranging and messing around with my dev folders atm.
PM me what the changes you need to test are and I'll see what I can do.