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Posted: 04 Oct 2006, 16:45
by submarine
it's surely possible, but minelaying is not on my priority list atm

i have hardly ever seen a game where anyone used them

Posted: 04 Oct 2006, 17:12
by FLOZi
mine's can be quite common in 1944, depending on the map (and the player) :wink:

Posted: 04 Oct 2006, 22:49
by eagleeye812
submarine, I don't know where you get the time to code all this, but it's great!

it's a great AI to play with (or against :)) and I'm looking forward to seeing more versions

question: is it normal that aai 0.70 crashes from time to time with the new version of Spring?

Posted: 05 Oct 2006, 01:45
by Tim Blokdijk
Any plans for NanoBlobs support?
I played the new NanoBlobs on a Windows system today but AAI could not work with it. What needs to be done to make it work?

Posted: 05 Oct 2006, 11:16
by submarine
i never played nano blobs. i dont know but i was told it has a very different gameplay. furthermore i thought that ntai already does a pretty good job at playing it?



@eagleeye812:

i never tested 0.70 with spring 0.73 since i have been working on 0.75 at that time. hmm maybe some change in spring causes instability with old aai , i dont know.

or its one of the crash bugs, i had been fixing the last few days. one of them may occur in 0.70

Posted: 05 Oct 2006, 14:08
by yuritch
Main conceptual difference between Nanoblobs and most other mods: in NB resources are generated by mobile units (Sheep) only, no mexes at all. That is probably the main reason why AAI is incompatible with it. The other difference is that NB relies on mobile units building mobile units which is AFAIK not supported by AAI, too.

Posted: 08 Oct 2006, 19:40
by Dash_Riprock
AAI keeps crashing for me when playing FF 1.18. Seems to usually happen around when it might start sending tech2 stuff at me.

Posted: 08 Oct 2006, 22:05
by submarine
i ran a few test with aai 0.75 and ff 1.18, seemed to work fine

just be patient a few more days...

Posted: 10 Oct 2006, 01:06
by submarine
yet another update:

i'm more or less done with the next version. i fixed quite a few (non crashing but nevertheless annoying) bugs and completly reworked the def. building selection which hopefully increases the ammount of heavier defences aai builds a lot.

the last thing on my todo list is improving aircraft behavoiur. the changes in the engine more or less broke aicraft handling of aai completly. for some reason bombers set on patrol dont attack anymore, aircraft ordered to attack a unit somehow do nothing but fly around (until shot down by enemy aa)

i hope to get that fixed within the next 1-2 days....

Posted: 10 Oct 2006, 04:07
by Soulless1
submarine wrote:yet another update:
...for some reason bombers set on patrol dont attack anymore...
Are you using AA?

If so, that would be cos of the change in AA2.2 that made bombers only attack units they are directly ordered to - this prevents them from trying to 'fire while moving' (like land units do) but being pulled off into attack runs and dropping bombs early before intended targets etc.

Posted: 10 Oct 2006, 09:51
by submarine
waaaahhh *freaking out*

thx so much soulless, i thought it was caused by one of the changes in unit behaviour....

Posted: 11 Oct 2006, 00:45
by submarine
update:

i more or less fixed aircraft behaviour (but it takes quite some time to learn that a certain aircraft is a bomber)

however massive battles (4 AAIs 2 vs 2) still crash almost all the time. nicke and i havent been able to trace the bug yet, it doesnt occur in the ai itself but in spring.exe. it seems to be a problem concerning memory allocation

Posted: 11 Oct 2006, 04:03
by Dash_Riprock
*inches closer to edge of seat

Posted: 11 Oct 2006, 20:10
by AF
Also, I myself have found that when NTai XE9.3 crashes it gives a divide by zero exception from within spring.exe, thus the issue cannot be traced as the call stack doesnt show anything from Ntai.dll at all, just Spring and MSVC71.dll calls. Is this what you're getting? The same code is giving this error despite it not giving the error under 0.72 and no changes being made to ti =s

btw:

if(ud->type == string("Bomber")) Its a bomber
if(ud->type == string("Fighter")) Its a fighter/gunship/scout plane

Posted: 11 Oct 2006, 21:29
by submarine
i compiled spring in debug mode and traced the crash -> look at the bug&help section

i dont know if its working now but i havent caught any other crashes yet

Posted: 11 Oct 2006, 22:25
by Reibuorumai
Ahem, i was recently playing in Cathralda with AA 2.21H . Now, whenever i went to capture the bots unit construction building, or commander, the game would crash. I tryed it with plain AA2.21 and the same result occured. Is this an engine bug, or a bug with the AI or something? Sorry if this was posted before, i didnt anything about it.

AAI version v0.70

Posted: 12 Oct 2006, 01:03
by Kuroneko
Reibuorumai wrote:Ahem, i was recently playing in Cathralda with AA 2.21H . Now, whenever i went to capture the bots unit construction building, or commander, the game would crash. I tryed it with plain AA2.21 and the same result occured. Is this an engine bug, or a bug with the AI or something? Sorry if this was posted before, i didnt anything about it.

AAI version v0.70
I seem to remember something about a problem with the AI interface that caused it to not enjoy having thier units captured away from them.

Posted: 12 Oct 2006, 09:36
by krogothe
It does make sense...

Posted: 12 Oct 2006, 10:14
by submarine
/aai/readme.text says:

"Known bugs/Limitations: .....

- Game crashes when ai units get captured"