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Posted: 28 Jan 2006, 22:50
by submarine
short update:
according to IMSabbel mteal maps now work more or less fine
i'm currently in the middle of rebalancing ressource management, i hope to be able to release aai 0.5 within the next one or two weeks
Posted: 31 Jan 2006, 14:52
by Scikar
The more I play this, the more impressed I am by AAI. It's far more stable than the other AIs from what I've played so far. The only real weaknesses are a lack of early aggression and not building many T2 units later in the game. I assume the latter is due to learning taking a while, and I imagine with little in the way of resources the AI will struggle to produce more expensive units, so that's not unexpected at this point. Looking forward to the next release.

Posted: 31 Jan 2006, 15:46
by IMSabbel
the new test version is literally ROCK stable.
Ran a 9 ai ffa on wideopencombat overnight, and in the morning i found it still happily running, after 1100 min of gametime, without crashes and one team having won...
Posted: 31 Jan 2006, 15:56
by Chocapic
IMSabbel wrote:the new test version is literally ROCK stable.
Ran a 9 ai ffa on wideopencombat overnight, and in the morning i found it still happily running, after 1100 min of gametime, without crashes and one team having won...
lol, interesting!
but yes i've been telling the same for the last few times , AAI is now very very stable

Posted: 31 Jan 2006, 16:15
by BvDorp
this AI just beat the shit out of me.. I like that!
Does this AI support SWTA?
Posted: 31 Jan 2006, 16:49
by submarine
@imsabbel:
good to hear you did some really extensive beta testing :)
@bvdorp: yes it does, however i made some changes to sw:tas config file to make it use air scouts as well
open sw:tas cfg file abd replace the SCOUTS line by
"SCOUTS 3 IMPPROBOT REBTWING IMPTIEDR"
About SWTA air scouts
Posted: 01 Feb 2006, 15:02
by yuritch
One small comment about SWTA air scouts: IMPTIEDR is the Tie Drone which has a poor sight range (100). IMPTIEV is the Tie Vanguard which is intended to be air scout and has much better sight range (350). I think this line will do better:
Code: Select all
SCOUTS 3 IMPPROBOT REBTWING IMPTIEV
That is unless a scout is required to have a weapon, which the Tie Vanguard hasn't.
Posted: 01 Feb 2006, 18:38
by submarine
thx i didnt play sw:ta much; aai will consider the units specified as scouts, not dependend on their los range or weapons. remeber to delete the mod-learning files after editing the cfg file so aai will take the new scouts into account
Posted: 02 Feb 2006, 00:40
by submarine
here's a short update of my work:
- added support for air-only mods (e.g. final frontier) - doesnt work as well as "normal" mods but its playable and imho better than nothing
- aai now builds stationary jammers (however jammer placement has to be optimized)
- aai now builds metal makers when running out of free mex spots (however there still has to be done some balancing concerning energy usage)
Posted: 02 Feb 2006, 01:21
by IMSabbel
I hope it automatically puts those MMs on the metal maker ai, right?
Also, FF is a real nice place to see the bug i mentioned to you about the aircraft parking in base stuff.
Run it against the ai for half an hour or so, and then go to spec and watch the ai putting 95% of its build ships simply in on the floor.
Same, although not quite as bad, with the planes...
Maybe these are those who would normally have attacked the top left corner before?
Posted: 02 Feb 2006, 02:18
by Chocapic
IMSabbel wrote:I hope it automatically puts those MMs on the metal maker ai, right?
Also, FF is a real nice place to see the bug i mentioned to you about the aircraft parking in base stuff.
Run it against the ai for half an hour or so, and then go to spec and watch the ai putting 95% of its build ships simply in on the floor.
Same, although not quite as bad, with the planes...
Maybe these are those who would normally have attacked the top left corner before?
i mentioned this in my game, i porced to watch the ai for 150+ mins and at the final stage it keept madling attacking with ground units and having 100+ planes parked on its base (allthought it had before made some quite interesting air attacks.:)
One more thing about scouts
Posted: 02 Feb 2006, 08:01
by yuritch
Is it possible to specify to NOT use some specific units as scouts?
Currently AAI uses SWTA Hailfire Tank (IMPHAIL) for scouting because of it's speed, but this unit is much better suited for attacking - it fires over units and wrecks and so is good support unit (and being seen as a scout, it seems to be excluded from attack teams).
In general, a way is needed to specify that some of high-speed units are not scouts.
Posted: 02 Feb 2006, 09:15
by submarine
@yuritch:
yes it is; aai selects scouts in two ways:
- the units specified in the cfg-file
- all ground units exceeding the speed limit in the mod cfg-file. so if you want to specifiy all scouts manually just set MAX_SCOUT_SPEED to a very high value so no ground unit will be faster than this
once you're done with thatand consider aai to work better with sw:ta i'd appreciate if you email me the file so i can include it in the next release
Posted: 02 Feb 2006, 12:23
by Triaxx2
I don't know about sub, but I'm going to try and add a couple of parameters to my scouting, so that if a unit has high damage, in addition to being fast, it's not considered a scout. I can't say if it would work for AAI though.
Posted: 02 Feb 2006, 14:58
by IMSabbel
i personally dont think that the damage should matter.
You wouldnt disregard a cheap fast unit just because it has weapons and select a cheap slower unit without, right? (if it did exist, of course).
There is no harm done if your scout also has some weapon power...
I think the selection formula should only depend on following parameters:
- speed
- LOS
- cost
- Radar/Sonar radius
for throwaway scout units. If a armed unit has the best fit... well, then it might hurt something on its way to hell, which isnt that bad either...
Posted: 02 Feb 2006, 18:04
by submarine
since this values have to be adjusted for every mod i thought its better to give the player the opportunity to define scouts manually
Posted: 02 Feb 2006, 18:05
by Triaxx2
See the problem with that, is that certain fast, strong units are going to end up designated as scouts, when they shouldn't be. For example. A Jeffy, is a good scout, and is armed. The Flash has a higher damage, and is only slightly slower, but has a higher damage, should be an attacker. by limiting the damage that means that a Jeffy would be scouting, instead of attacking, where a Flash should be, instead of the otherway around.
Posted: 03 Feb 2006, 15:01
by submarine
heres a replay on painted desert showing a battle between aai pre 0.5 and otai 1.07...
since it's a fresh buildtable aai is building a lot of pewes
http://www.fileuniverse.com/?p=showitem&ID=2322
Posted: 03 Feb 2006, 18:09
by Imperator
looks very good. when will be the release?
Posted: 06 Feb 2006, 01:49
by mecha
I know AAI is supposed to support FF but I have tried everything and I still can't get it to work
I have renamed the cfg for FF from 1.05 to 1.10 so theoretically it should work right? but it just crashes on startup... 'error in ai, please contact the maker of your ai etc...'
It works fine for xta, AA, wd5b6 etc