AAI 0.55 - compatible with new spring version
Moderators: hoijui, Moderators
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I mainly released this version to give ppl an ai to play with for the new spring version. there might be some balance issues since it's a very quick release this time
Changelog:
AAI v0.55:
- AAI is now compatible with the modified ai interface of spring 0.70
- Extended map learning files/every mod now creates own map learing files
- AAI tries not to send builders in setors which turned out to be too dangerous
- Fixed a rounding related crashbug
Edit:
AAI 0.52 (compatible with 0.67b3):
http://www.fileuniverse.com/?p=showitem&ID=2445
AAI 0.55 (compatible with 0.70bx):
http://misc.twam.info/alex/AAI_0_55.zip
Changelog:
AAI v0.55:
- AAI is now compatible with the modified ai interface of spring 0.70
- Extended map learning files/every mod now creates own map learing files
- AAI tries not to send builders in setors which turned out to be too dangerous
- Fixed a rounding related crashbug
Edit:
AAI 0.52 (compatible with 0.67b3):
http://www.fileuniverse.com/?p=showitem&ID=2445
AAI 0.55 (compatible with 0.70bx):
http://misc.twam.info/alex/AAI_0_55.zip
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
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- Posts: 14
- Joined: 07 Feb 2006, 02:48
Well i can finally install the new spring version 
BTW i forgot to mention this earlier, but maybe can be worked on for next release?
1. I noticed for TLL mod, the aai builds mostly coyote scout buggies (called fast attack vehicle in the game, which could have created the confusion) and infantry kbots for most of the game, mixing only a few other units from the basic labs every now and then. The infantry kbots isent that big a problem since they are pretty decent in battles but the coyotes are killed in one or two shots of almost anything and arent meant for fighting, just scouting and mexx raids and such. If its going to build alot of a unit from the vehicle factory it should at least build the ares fast assualt tank, which is the ttl equivilant of the flast/instigator. Other then that it does a good job at pwning arm and core with tll.
2. The aai has trouble finishing off enemies sometimes when an enemy has only a few units or buildings left somewhere on the map. This can cause problems since it will keep building units and swarming the same area. My ideas for solving this is:
a: have the aai send out scouts late game to find remaining forces on the map. Airscouts would be the best or units with radar if the tech is avaiable.
b. Its possble that the aai is not attacking because the remaining units arent a threat (if theres only resource and maybe a few defense buildings left and no factories or builders).
c. When an aai is defeated and has say a fighter left somewhere landed, it should just send the unit on a suicide run to bring about the end of the game. This is the equivilent of human players hiding a last unit to waste their opponents time, making the aai send its last units on an attack run if it has no hope would save everyones time. Ive had games i ve had to shift-esc to quit because of this, which brings the question do the learning files and such get saved if the game is exited via shit-esc?
These were for 0.52 so i dono if you changed any of that.

BTW i forgot to mention this earlier, but maybe can be worked on for next release?
1. I noticed for TLL mod, the aai builds mostly coyote scout buggies (called fast attack vehicle in the game, which could have created the confusion) and infantry kbots for most of the game, mixing only a few other units from the basic labs every now and then. The infantry kbots isent that big a problem since they are pretty decent in battles but the coyotes are killed in one or two shots of almost anything and arent meant for fighting, just scouting and mexx raids and such. If its going to build alot of a unit from the vehicle factory it should at least build the ares fast assualt tank, which is the ttl equivilant of the flast/instigator. Other then that it does a good job at pwning arm and core with tll.
2. The aai has trouble finishing off enemies sometimes when an enemy has only a few units or buildings left somewhere on the map. This can cause problems since it will keep building units and swarming the same area. My ideas for solving this is:
a: have the aai send out scouts late game to find remaining forces on the map. Airscouts would be the best or units with radar if the tech is avaiable.
b. Its possble that the aai is not attacking because the remaining units arent a threat (if theres only resource and maybe a few defense buildings left and no factories or builders).
c. When an aai is defeated and has say a fighter left somewhere landed, it should just send the unit on a suicide run to bring about the end of the game. This is the equivilent of human players hiding a last unit to waste their opponents time, making the aai send its last units on an attack run if it has no hope would save everyones time. Ive had games i ve had to shift-esc to quit because of this, which brings the question do the learning files and such get saved if the game is exited via shit-esc?
These were for 0.52 so i dono if you changed any of that.
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- Posts: 9
- Joined: 26 Feb 2006, 05:28
I downloaded AAI 0.55 just now and tried it several times, and after about five minutes into every game, Spring crashed and every time I got this message: "An unhandled exception occured in the global ai dll, please contact the author of the ai." So, Im contacting you. It crashed with the same error 5 times.
I was pretty let down, cause the game was starting to get fun. Can the problem be fixed? I really want to play this game! I still love TA, but the engine is soooo old.
Edit:
I searched the TASpring main folder for files last updated between 02/25/2006 and 02/26/2006, in an effort to find any error logs. I found something. A file named "AAI_log_team_1.txt". This is the last paragraph in the text:
Adding sector 4,3 to base; base size: 4
Base has now 4 direct neighbouring sectors
PROBLEM: no buildspace found for Adv. Vehicle Plant
Edit:
I just tried playing a few more times. Every time the game has crashed, that file ends with the AI building an Adv. Vehicle Factory. Look:
Adding sector 8,6 to base; base size: 3
Base has now 4 direct neighbouring sectors
Looking for factory to build Leveler
Added Adv. Vehicle Plant to buildque
It always ends in a similar place, always having to do with that factory.
I was pretty let down, cause the game was starting to get fun. Can the problem be fixed? I really want to play this game! I still love TA, but the engine is soooo old.
Edit:
I searched the TASpring main folder for files last updated between 02/25/2006 and 02/26/2006, in an effort to find any error logs. I found something. A file named "AAI_log_team_1.txt". This is the last paragraph in the text:
Adding sector 4,3 to base; base size: 4
Base has now 4 direct neighbouring sectors
PROBLEM: no buildspace found for Adv. Vehicle Plant
Edit:
I just tried playing a few more times. Every time the game has crashed, that file ends with the AI building an Adv. Vehicle Factory. Look:
Adding sector 8,6 to base; base size: 3
Base has now 4 direct neighbouring sectors
Looking for factory to build Leveler
Added Adv. Vehicle Plant to buildque
It always ends in a similar place, always having to do with that factory.
Those crashes could be caused by AI base restricted to being too small. Try this: find the config file for the mod you're playing (for XTA PE v3 this is <Spring folder>\aidll\globalai\aai\cfg\XTAPEV3.cfg), open that file in text editor (notepad works), find the line and change it to This should give the AI more space to build.
Good luck.
Code: Select all
MAX_BASE_SIZE 4
Code: Select all
MAX_BASE_SIZE 8
Good luck.
I finally figured out why I would always get a crash when trying to start a game with this AI. I was only extracting the dll, and not the other folders in the ZIP. I spotted it because I decided to have another go at latest version, extracted and thought 'how come the extracted file is smaller than the zip file'. I'm gonna have to complain about this. Then I figured it out.
Yeah kind of stupid I know, but if anyone else has the same crash on startup - maybe its the same problem.
Yeah kind of stupid I know, but if anyone else has the same crash on startup - maybe its the same problem.
lol, that's why you should actually read the readme :)
@alantai:
hm you're probably right. most ppl probably play xta or aa. perhaps i'll add this sometimes in the future... but i never focused that much on ota-based mods so it doesnt have top-priority for me
however, both ntai and otai profit much from using d-guns :)
@alantai:
hm you're probably right. most ppl probably play xta or aa. perhaps i'll add this sometimes in the future... but i never focused that much on ota-based mods so it doesnt have top-priority for me
however, both ntai and otai profit much from using d-guns :)
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- Posts: 9
- Joined: 26 Feb 2006, 05:28
Well I changed the value you told me to, and it still crashed. So I changed it to 1000. :D The game lasted about 10 minutes longer, then crashed again. This time, the end of the error log was different. Here ya go:
Adding sector 8,6 to base; base size: 3
Base has now 4 direct neighbouring sectors
Looking for factory to build Reaper
Added Adv. Vehicle Plant to buildque
Looking for factory to build Slinger
Added Hovercraft Platform to buildque
Looking for factory to build The Can
Added Adv. Kbot Lab to buildque
Increasing unit production rate to 2
Increasing unit production rate to 3
Decreasing unit production rate to 2
Decreasing unit production rate to 1
Adding sector 8,6 to base; base size: 3
Base has now 4 direct neighbouring sectors
Looking for factory to build Reaper
Added Adv. Vehicle Plant to buildque
Looking for factory to build Slinger
Added Hovercraft Platform to buildque
Looking for factory to build The Can
Added Adv. Kbot Lab to buildque
Increasing unit production rate to 2
Increasing unit production rate to 3
Decreasing unit production rate to 2
Decreasing unit production rate to 1
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- Posts: 9
- Joined: 26 Feb 2006, 05:28
Beach? Where are you guys getting these maps? (Im new here)
I've been playing some crappy Green Comet V3 map I found in the forum. The reason I say crappy, is because half the metal deposits don't line up with how you can place the tech level 0 extractors.
Can you please link me to where you guys are getting these maps?
I've been playing some crappy Green Comet V3 map I found in the forum. The reason I say crappy, is because half the metal deposits don't line up with how you can place the tech level 0 extractors.
Can you please link me to where you guys are getting these maps?