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Posted: 04 Apr 2006, 16:05
by submarine
i'm running aai a lot of time (however i had to start again this morning) but mainly aa. after 0.6, i hope there wont be further changes for some time - if you think aai has learned quite a bit or that your mod-cfg file is better than the default ones - upload them :)
Posted: 04 Apr 2006, 16:11
by Tobi
You should make a tool to merge learning data, so the entire community's hardware can operate as a mass-training-supercomputer
Or even better, have it automatically submit learned things to a big server and push out automated updates

Posted: 04 Apr 2006, 16:39
by submarine
Tobi wrote:You should make a tool to merge learning data, so the entire community's hardware can operate as a mass-training-supercomputer
hmm that sounds like a good idea
however there's no unique optimal solution, it depends very much on the player's flavour
Posted: 04 Apr 2006, 20:11
by AF
hmm, I planned to ahev that ability in NTAI XE7 btu I simpyl didnt have th necessary hosting at the time...
Anyways ti may itnerest you to knwo that I've looked into the glest AI interface code and looked in more depth at the spring code. I have a good diea on implementing a CMD_HARVEST and so on, which would implement everything requried for Glest or AoE style resources exept for a tag in features that made them self replicating and harvestable.
Posted: 07 Apr 2006, 09:38
by mecha
how's V0.6 going?
Posted: 07 Apr 2006, 11:24
by submarine
mecha wrote:how's V0.6 going?
0.6 is more or less done. we're still testing but everything seems to fine and stable so i think its only few days until release
Posted: 07 Apr 2006, 14:40
by mecha
sweet!
Posted: 07 Apr 2006, 14:41
by AF
hmm Have you finsihed all your work then submarine? Shall we be seeing mroe regular updates?
And what do you have in store for 0.6 other than bugfixes, LRPC support and fixed water support?
Posted: 07 Apr 2006, 14:57
by submarine
here the current changelog
AAI v0.60: (AAI's folder structure changed as well as all cache/learning files - i heavily recommend deleting old
AAI versions before installing AAI 0.60)
- Experimental water map support, view FAQ for more details
- Changed buildtable: Hover crafts got their own category (no longer part of ground units) and several
code cleanups to optimize speed
- AAI remembers which usefulness of different assault categories and orders further combat units based on
that (i hope this will especially help adjusting the amount of land, hover and sea units aai uses on a
mixed land/water map)
- Added support for stationary artillery (e.g. berthas) (added MAX_STAT_ARTY statement to mod cfg)
- Added support for air repair pads (added MAX_AIR_BASE statement to mod cfg)
edit: seems to be broken somehow
- Added support for several factories of the same type (added MAX_FACTORIES_PER_TYPE statement to mod cfg)
- AAI now defends extractors outside its base up to a certain max dinstace with cheap defence buildings
(added MAX_MEX_DEFENCE_DISTANCE statement to mod cfg)
- Builder selection improved, AAI now uses closest idle builder
- Improved Air Force handling (added MAX_AIR_GROUP_SIZE, MIN_AIR_SUPPORT_EFFICIENCY statement to mod cfg)
- Improved/Fixed several mod cfg files
- Improved ressource management a bit
- Improved defence building selection
- Fixed a bug that crashed game right at the start on certain maps (eg. Battle Holmes)
(thx to HiEnergy for reporting this bug)
- Fixed a few crashbugs
- Fixed various smaller issues/bugs
- Extended memory sharing between multiple instances of AAI and fixed a shared memory related crashbug
Posted: 07 Apr 2006, 14:58
by submarine
AF wrote:
And what do you have in store for 0.6 other than bugfixes, LRPC support and fixed water support?
what is "LRPC" ?!?
Posted: 07 Apr 2006, 14:59
by AF
Long range plasma cannon
berthas buzzsaws intimidators vulcans etc
Posted: 08 Apr 2006, 19:03
by submarine
update:
there are some problems running the linux version of aai with some mods that work without any porblems with win xp
but i hope to be able to release aai 0.6 this evening
edit: postponed due to some bugs...
Posted: 09 Apr 2006, 17:24
by AF
hmm, me wonders how you'll release a closed source version of AAI 0.6 for linux...
Posted: 09 Apr 2006, 23:29
by submarine
AF wrote:hmm, me wonders how you'll release a closed source version of AAI 0.6 for linux...
wait and see :)