Page 9 of 10
Posted: 31 Jul 2007, 14:02
by 1v0ry_k1ng
that might be XTA, theres a line of bad code somewhere. if it happens again check the logs/stacktrace or post them on UF and link it to here
Posted: 31 Jul 2007, 21:32
by AF
The sea bug was fixed in the interim build I uploaded which makes the gigantic logs
The bug i mentioned is fixed by the published AAI DLL
Posted: 01 Aug 2007, 07:37
by realBonk
The bug, I mentioned, is fixed by the published AAI DLL
---
my thanks

Posted: 01 Aug 2007, 08:11
by yuritch
My experience with AAI on Small Supreme Battlefield (or Supreme Islands) is that it always wants to make a shipyard in the pond. Quite a problem to play with AAI on those maps.
Posted: 01 Aug 2007, 10:45
by 1v0ry_k1ng
tbh its only worth playing AI's on big open maps like comet, as otherwise (except KAI 0.12) they dont understand the terrain
Posted: 01 Aug 2007, 15:27
by Linebacker
yuritch wrote:My experience with AAI on Small Supreme Battlefield (or Supreme Islands) is that it always wants to make a shipyard in the pond. Quite a problem to play with AAI on those maps.
Never happened with me. Have you tried 74b3, XTA 8.1 and AAI there? Also you might want to try Supreme Battlefield (instead of Small Sup. BF).
Posted: 02 Aug 2007, 07:31
by yuritch
Yes, I tried Supreme Battlefield too (but not with XTA), still the same. It was always on lower left landmass btw, maybe on upper right landmass things are different.
Posted: 02 Aug 2007, 09:39
by Linebacker
I think the standard AAI works best with XTA. AAI is kinda slow and attacks not much or even in packs. The Weasel production at the beginning is a waste of metal imho. Are you hooked on AAI or do you experience the same problems with other AIs?

Posted: 02 Aug 2007, 12:02
by yuritch
I'm making my own mod and AAI is used for testing it. Currently it's the only AI that works right with my units as some of them cannot fire while moving and so KAI microcontrol makes them useless.
Posted: 02 Aug 2007, 12:09
by 1v0ry_k1ng
ntai would be better for testing new mods and supports hold pos
Posted: 02 Aug 2007, 13:12
by Kloot
yuritch: if you like, I could disable KAI's microcontrolling for such units, but you'd have to give me a hint on how to tell them apart (I can't see a tag offhand responsible for it).
Posted: 02 Aug 2007, 13:47
by imbaczek
Because there is none, it's done in script with set MAX_SPEED.
Posted: 02 Aug 2007, 15:08
by Kloot
Thanks, exposing unit->maxSpeed to the AI interface should suffice then.
Posted: 02 Aug 2007, 17:47
by DJ
I think QAI used something similar for detecting nano towers, might be worth seeing if you can contact Q Man...
Posted: 02 Aug 2007, 18:06
by 1v0ry_k1ng
btw, this has an EE config but crashes when it starts to build a nano tower, why?
Posted: 03 Aug 2007, 07:28
by yuritch
If you are going to keep track of unit's maxspeed and stop microing when it goes down, that will be great. I'll add this feature to my units then (currently they have no set MAX_SPEED in script, they just use StartMoving and StopMoving to detect when they can fire). I'm going to set their MAX_SPEED to something very low when in firing position (I'm not sure if setting it to 0 will work, I usually use "near-zero" in such cases, with speed it will be set MAX_SPEED to 1).
Posted: 18 Aug 2007, 23:06
by Argh
AAI currently crashes Spring when my mod loads. What's can cause this to happen?
Posted: 20 Aug 2007, 00:52
by zwzsg
Can someone make me a Kernel Panic config? I tried to make one, and on loading it hangs for several seconds then crashes.
There's loads of keywords I really don't need, like air/hover/unit, metal/energy/storage etc... etc... and I have no idea which values to use to disable them.
I just need something simple, build a fair share of each units, cover all geo with sockets, keep all factory busy at all time, without ever worrying about M or E.
Now that NTai lags so much it aren't usable anymore, I really need to find another AI that somewhat pretend to build stuff in KP instead of standing still or building mines "
because they are the cheapest units with the biggest damage omfglol let's build only that and nothing else".
Posted: 20 Aug 2007, 01:14
by AF
You didnt tell me wether my newest builds still lagged or follow up on anything zwzsg.
Re: AAI 0.76 released
Posted: 17 Mar 2008, 14:58
by Vadi
Anyone have a copy of this? The link is down, and my aai refuses to work because I don't have the config files.
