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Posted: 28 Jun 2006, 20:16
by submarine
Tobi wrote:
Because it did compile here when I did that, I only couldn't get spring to load it, no matter how hard I tried.
you compiled under linux right? nicke reported the same problem
Error
Posted: 30 Jun 2006, 22:04
by Axel
I have updated to the latest spring version (0.72b1) and I get the following error:
Incorrect AI dll
aidll/aai.dll
Posted: 30 Jun 2006, 22:17
by mehere101
That is because the interface for the AI's was changed for 0.72, the Ais need to be recompiled.
Recompile AAI now soon, I really cannot stand NTai anymore (no offense AF)
Posted: 30 Jun 2006, 22:36
by submarine
the current version of aai is more or less ready to be be released. thej problem is that there is still one crashbug (probably something very simple) i'pretty sure i could fix if i had a working debugger
i could not get the debugger to work with the current spring release and to make things even more difficult due to some necessary changes in the current spring svn code it is not possible to compile aai under windows (however ppl succeeded compiling it on linux)
zaphod currently is my last hope but he just moved so it may take some time until he'll find some time to have a look at it
Posted: 30 Jun 2006, 22:46
by AF
none taken, altho I do say upgrade from the crappy XE7.5 to XE9 first.
Posted: 01 Jul 2006, 00:14
by Rafal99
Why don't you use source from .../tags/taspring_0.72b1 and compile AAI with it?
Posted: 01 Jul 2006, 01:44
by submarine
it does compile with it, but i cant get the debugger working with 0.72b1 source
it just doesnt show me the callstack when it crashes (all i get is that the crash appears in Update() :) )
Posted: 01 Jul 2006, 01:50
by AF
Oh its wodnerful beign the oynl AI dev with a working debugger....
Posted: 03 Jul 2006, 21:23
by submarine
update:
debugger is working again (big thx to firenu)
some minor improvements, new version has been sent to the testers
debugger
Posted: 04 Jul 2006, 03:33
by Geryon
What was wrong with the debugger? (would help other devs with the same problem). Am looking forward to the imminent release :).
Posted: 06 Jul 2006, 20:12
by submarine
changelog:
- Improved assistance management e.g. factories will now call assisters
both based on buildque length and buildtime of single units (thx to
accid_uk for his suggestion)
- Added MIN_ASSISTANCE_BUILDSPEED statement to mod cfg
- Improved/fixed building of stationary defences - only terporary,
defence placement will be reworked within the next versions
(MIN_SECTOR_THREAT statement added to mod.cfg)
- Fixed a bug that prevented AAI from rebuilding killed builders
Posted: 06 Jul 2006, 23:35
by Kuroneko
submarine wrote:changelog:
- Improved assistance management e.g. factories will now call assisters
both based on buildque length and buildtime of single units (thx to
accid_uk for his suggestion)
- Added MIN_ASSISTANCE_BUILDSPEED statement to mod cfg
- Improved/fixed building of stationary defences - only terporary,
defence placement will be reworked within the next versions
(MIN_SECTOR_THREAT statement added to mod.cfg)
- Fixed a bug that prevented AAI from rebuilding killed builders
I require a download link! :D
Posted: 06 Jul 2006, 23:53
by submarine
email has been sent to the testers, if there are no severe problems left i'll release as soon as possible. meanwhile i play a bit with the ai so it has at least some basic learning files...
Posted: 07 Jul 2006, 03:53
by Acidd_UK
No bugs so far...
Posted: 07 Jul 2006, 07:49
by Vassago
I have the same problem as axel - I get an "incorrect global AI" error on game load, and it crashes out.
Posted: 07 Jul 2006, 13:17
by Acidd_UK
Vassago this is a known problem caused by the current release version of AAI being compiled against an older version of the AI interface. As soon as the new version of AAI is released this will be fixed. Please be patient!
Posted: 07 Jul 2006, 15:32
by Imperator
testing went smoothly so far, one major problem of AAI still is that it sends builders into dangerous zones - builders get killed - resources lost.
other than that it attacks with force and in numbers, very nice to skirmish against.
Posted: 07 Jul 2006, 16:14
by Vassago
Sounds great, Acid :)
NTai isn't tough enough, and Kai cheats, so I'm looking to a better skirmish AI.
Posted: 07 Jul 2006, 17:53
by rattle
KAI's map hack can be annoying sometimes. Let's hope you don't take too long to release it :)
Posted: 07 Jul 2006, 19:05
by BvDorp
Imperator wrote:testing went smoothly so far, one major problem of AAI still is that it sends builders into dangerous zones - builders get killed - resources lost.
other than that it attacks with force and in numbers, very nice to skirmish against.
Does AAI use some system to determine where the enemy is, what areas are important and where the enemy placed defence? If so, the builders could use this as well. Or invent some system

Would make the AI much smarter!