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Posted: 01 Jun 2006, 19:35
by Fat Zombie
Also:

Blooming hell, the AI's a tough beast. Only time where i've come close to beating it is on Sailaway, and that's because I claimed naval superiority. Or when I have another AI on my side.

Or maybe i'm just rubbish.

Posted: 01 Jun 2006, 19:56
by unpossible
Fat Zombie wrote:Also:

Blooming hell, the AI's a tough beast. Only time where i've come close to beating it is on Sailaway, and that's because I claimed naval superiority. Or when I have another AI on my side.

Or maybe i'm just rubbish.
remember to expand otherwise you won't get enough metal. apart from that try sending a lone flash tank straight at it as soon as you can possibly get one out ;)

Posted: 01 Jun 2006, 21:18
by submarine
Soulless1 wrote:is it not possible to have the AI simply get the max units number from the game settings?
well if this is possible, i'll change that. tbh i really havent been aware of that problem

does anybody know if it is possible to get that information using the ai interface?

Posted: 01 Jun 2006, 21:25
by Erom
AAI works _the best_ for me, but I get very rare GlobalAIDLL crashes as described here. I will try making the unit limit larger, see if that helps.

By rare, I mean it crashes 20-30 minutes into the game, about 1 game out of every 5.

Posted: 30 Jun 2006, 20:14
by Firenu
submarine wrote: does anybody know if it is possible to get that information using the ai interface?
It certainly isnt in IAICallback* callback;
It is however in the script.txt file that is generated before spring starts.

[GAME]
{
Mapname=TEHPINK_hard.smf;
StartMetal=1000;
StartEnergy=1000;
MaxUnits=4212;
StartPosType=2;
GameMode=0;
GameType=AASpring20.sdz;
LimitDGun=1;
DiminishingMMs=0;
GhostedBuildings=1;

and so on.
i dont know how to access this information though :s

Posted: 30 Jun 2006, 20:20
by AF
it seems submarine and tournesola r eint he same boat, not reading the source code of other AI devs.

In this case you have a predicament. You need a TDF parser, and there arent any available that arent opensource GPL'ed, and as AAI is closed source using CSunParser would violate the GPL license of OTAI, and using TDFParser would violate NTai GPL license, not to mention Spring GPL license.

Posted: 01 Jul 2006, 01:16
by krogothe
AF wrote:it seems submarine and tournesola r eint he same boat, not reading the source code of other AI devs.

In this case you have a predicament. You need a TDF parser, and there arent any available that arent opensource GPL'ed, and as AAI is closed source using CSunParser would violate the GPL license of OTAI, and using TDFParser would violate NTai GPL license, not to mention Spring GPL license.
Doesnt matter. Reading such a small file is trivial even without a special parser.