Page 7 of 8
Posted: 20 Sep 2006, 21:26
by submarine
sorry im havent been at home for the last 6 weaks.. i have to wait until next week...
Posted: 21 Sep 2006, 17:45
by Targon
Does it mean anything when it says "Warning to many unit categories 33 missed spy" or is this not an AAI thing at all?
Posted: 22 Sep 2006, 05:49
by krogothe
Its an AI interface thing i think, happens to KAI as well when i get all the unit defs on AA. Doesnt seem to do any harm though...
Posted: 24 Sep 2006, 00:07
by 1v0ry_k1ng
love this AI! would it be possible to have a scount builder profile? (for minelayers in xta n aa, or scout tanks in EE) for a builder unit which moves say two sectors from the defence line of the base and builds perimeter cams, mines etc in an extended perimeter? would really improve its gameplay on EE. AAI can almost challenge KAI now! and good use of air units..
also, a kind of "chokepoint haxx", maybe try somthing like telling the ai to also build defences in the sector containing a mex etc nearest the nearest enemy spotted unit.. somthing so attackers (KAI in my case) are stopped before they reach the base perimeter. just suggestions, you knwo what your doin better than me
Posted: 24 Sep 2006, 00:24
by pheldens
Posted: 29 Sep 2006, 00:52
by submarine
short update:
i've been heavily working on aai the last two days. apart from some minor fixes i completly redesigned attack management. the new system will be much more flexible and allow more complex attack behaviour. maybe not in the next version but there are plenty of possibilities to improve aais attack behaviour...
as a first result, aai will not waste anti air units for useless attacks anymore but provide some anti air support for other combat units. atm i'm mainly testing and balancing aai's behaviour. it also seems as if i added some new possible crash bugs
if i'll be able to fix them soon i hope to be able to do a minor release maybe within a week or two
Posted: 29 Sep 2006, 01:42
by Targon
Thank goodness, I thought that spring AI was dead for a bit there
Posted: 29 Sep 2006, 22:21
by 1v0ry_k1ng
will AAI ever have d-gun?
Posted: 29 Sep 2006, 23:30
by submarine
hmmm good question :)
i havent implemented it yet, but that's a task that could maybe done by somebody else as it doesnt interfere with the rest of the ai. i guess the dgun code only needs to be called when com is under attack...
volunteers appreciated :) (as long as the code is fast)
Posted: 29 Sep 2006, 23:44
by Tim Blokdijk
Alright, people's spread the word we need new volunteers to help AAI development.

Posted: 30 Sep 2006, 00:52
by jcnossen
Maybe krogothe can supply a piece of KAI... (KAI dguns right?)
Posted: 30 Sep 2006, 20:52
by rattle
NTAI dguns (afaik).
Posted: 30 Sep 2006, 21:25
by Peet
KAI does it, quite well iirc.
Posted: 02 Oct 2006, 17:08
by krogothe
KAI doesnt dgun.
Basic, poor dgunning is easy to implement:
Code: Select all
IF enemy unit in range of dgun AND theres enough E
CMD_DGUN targetting the unit
wait 1s
repeat
It will be innacurate and exploitable, plus it will end up destroying its whole base with that dgun against a decent player.
I did some predictive dgunning code but i need to add friendly-fire prevention and tweak some things so it can kill planes more effectively and take into account hp and cost of enemy units so it dguns the krogoth not the flea first etc... I wouldnt mind sending sub what i have atm if he wants to work on it though (if i can find it lol)[/code]
Posted: 02 Oct 2006, 19:20
by 1v0ry_k1ng
better a crap d-gun than no d-gun. d-gunning ai will stop the usual "omg the comm as walked to the front line n got by owned by 3 peewees"
Posted: 02 Oct 2006, 19:45
by rattle
That's like handing a monkey a rifle.
Posted: 02 Oct 2006, 20:07
by submarine
aai coms usually dont walk to the frontlien but stay within their base :)
Posted: 02 Oct 2006, 20:28
by Tim Blokdijk
Smart guy's..

Posted: 04 Oct 2006, 12:49
by submarine
update:
nicke and i found & fixed several bugs (mots of them in the new code)
i will be away until the beginning of the next week - so dont expect any release before that time. the new attack code still needs some testings as well as implementation of a few minor things. in general it seems to work much better than the old one, however i havent tested with water yet
there are still some crashes we could not explain - i dont know yet if they are aai related or how to fix them.
maybe i'll take a closer look at the defence building algo - imho it builds way to many weak defence buildings - however a completly new one is planned for future versions
here's the current changelog:
AAI v0.75
- Completly redone attack system: AAI will now attack more elaborately (attackers move on if are cleared, bombers returning to base when target destroyed, attack groups now retreat under several circumstances, combat groups are guarded by aa units)
- Added MAX_ATTACKS statement to mod.cfg which determines the max number of independent attack waves at the same time (set to 4 by default)
- For linux users: AAI will now store its files in the only writable datadirectory automatically (where spring saves all its other files)
- AAI now tries to get a safer rally point if combat units are killed en route
- Builders now try to flee when attacked
- AAI now takes allied buildings into account when expanding its base (to prevent AAI from building within the base of someone else)
- Tweaked economy/factory/defence building selection a bit
- Fixed a bug that caused AAI to temporarily run out of scouts when requesting several scouts it could not build at that time
- Fixed a bug that caused serious confusion concerning unit speeds (unfortunately mod learning file version had to be changed)
- Fixed a possible crash bug in the airforce handling (thx to Nicklas Marcusson for reporting it)
Posted: 04 Oct 2006, 16:34
by 1v0ry_k1ng
would it be possible to make AA make use of minelayers (AA/XTA) and scout tanks/spiders (EE) to build outer defences etc?