NTai XE10.1b
Moderators: hoijui, Moderators
It's ok, I've posted up links to everything on the mod download, and if users can't figure it out, meh. I will send updated buildtree/balance stuff when the new content is in the mod and reasonably game-balanced. Overall, though, I'm very, very impressed- it really went exponential quickly, and gave me an awesome game, 1 vs. 1 :D
Works good for me as well. Only issue I've seen (besides crashing every once in awhile), is that the commander tends to follow a unit early game. One game the commander followed a fink all over the map trying to hunt it down (eventually it did give up and started building again, but that was after a minute or two of wandering).
Yeah, that's a bug. Caught it doing that with NanoBlobs, and it still occasionally crashes, mainly when the Commander can be seen by the player. Other than these (small) problems, this is frickin' nice, and I can live with the occasional crash, it really plays well. Haven't tried it with other mods yet, but I think that if people will sit down and do proper buildtrees and other stuff, then we can get this to play a very nice game on most mods... now I'll have to come up with some really weird stuff for the next version of Blobs hehe 

:: NTAI XE7.5 Log File
:: Programmed and maintained by AF
:: Copyright (C) 2006 AF
:: Released under the GPL 2.0 Liscence
:: Game started: 26.2.2006 20:17:41
:: Absolute Annihilation 1.44
:: AA for Spring v1.44 Standard Edition
:: First instance of NTAI
:: Player : player :: 0
:: AI DLL's in game
:: aidll\globalai\NTAIXE7.5.dll : AI :: 1
:: Found 80 Metal Spots
:: Using abstract buildtree
:: GreenHaven.smf
:: AASpring144S.sdz
:: map size 16 x 16
after maybe 20 minutes ntai send comm to my base.
after 30 minutes
[30:00] unit finished doesnt exist?! Could it have been destroyed?
[30:00] CBuild() :: COREXP
[30:04] CBuild() :: CORMEX
[30:11] issuing mobile unit :: CORTHUD
[30:16] CBuild() :: COREXP
[30:24] CBuild() :: COREXP
[30:26] CBuild() :: CORADVSOL
[30:31] CBuild() :: CORADVSOL
[30:36] Chaser::Add()
[30:36] new attacker added :: CORTHUD
[30:36] issuing mobile unit :: CORTHUD
[30:44] CBuild() :: CORMEX
[30:47] CBuild() :: CORADVSOL
[30:47] CBuild() :: CORADVSOL
[30:50] CBuild() :: CORADVSOL
[30:50] CBuild() :: CORMEX
[30:51] CBuild() :: COREXP
[30:51] CBuild() :: CORLAB
[31:01] Chaser::Add()
[31:01] new attacker added :: CORTHUD
[31:02] issuing mobile unit :: CORCK
[31:02] CBuild() :: CORLLT
[31:08] CBuild() :: CORMEX
[31:11] CBuild() :: CORERAD
[31:13] CBuild() :: COREXP
[31:15] CBuild() :: CORMEX
[31:16] CBuild() :: CORADVSOL
[31:18] CBuild() :: CORADVSOL
[31:31] CBuild() :: CORMEX
[31:35] CBuild() :: CORLAB
[31:41] CBuild() :: CORNANOTC
[31:46] CBuild() :: COREXP
[31:47] CBuild() :: CORMEX
[31:47] CBuild() :: COREXP
[31:51] CBuild() :: COREXP
and then "unhandled exception..."
-------
even after comm lost ai still attacks with lots of thuds. This ai is much, much better than previous versions.
:: Programmed and maintained by AF
:: Copyright (C) 2006 AF
:: Released under the GPL 2.0 Liscence
:: Game started: 26.2.2006 20:17:41
:: Absolute Annihilation 1.44
:: AA for Spring v1.44 Standard Edition
:: First instance of NTAI
:: Player : player :: 0
:: AI DLL's in game
:: aidll\globalai\NTAIXE7.5.dll : AI :: 1
:: Found 80 Metal Spots
:: Using abstract buildtree
:: GreenHaven.smf
:: AASpring144S.sdz
:: map size 16 x 16
after maybe 20 minutes ntai send comm to my base.
after 30 minutes
[30:00] unit finished doesnt exist?! Could it have been destroyed?
[30:00] CBuild() :: COREXP
[30:04] CBuild() :: CORMEX
[30:11] issuing mobile unit :: CORTHUD
[30:16] CBuild() :: COREXP
[30:24] CBuild() :: COREXP
[30:26] CBuild() :: CORADVSOL
[30:31] CBuild() :: CORADVSOL
[30:36] Chaser::Add()
[30:36] new attacker added :: CORTHUD
[30:36] issuing mobile unit :: CORTHUD
[30:44] CBuild() :: CORMEX
[30:47] CBuild() :: CORADVSOL
[30:47] CBuild() :: CORADVSOL
[30:50] CBuild() :: CORADVSOL
[30:50] CBuild() :: CORMEX
[30:51] CBuild() :: COREXP
[30:51] CBuild() :: CORLAB
[31:01] Chaser::Add()
[31:01] new attacker added :: CORTHUD
[31:02] issuing mobile unit :: CORCK
[31:02] CBuild() :: CORLLT
[31:08] CBuild() :: CORMEX
[31:11] CBuild() :: CORERAD
[31:13] CBuild() :: COREXP
[31:15] CBuild() :: CORMEX
[31:16] CBuild() :: CORADVSOL
[31:18] CBuild() :: CORADVSOL
[31:31] CBuild() :: CORMEX
[31:35] CBuild() :: CORLAB
[31:41] CBuild() :: CORNANOTC
[31:46] CBuild() :: COREXP
[31:47] CBuild() :: CORMEX
[31:47] CBuild() :: COREXP
[31:51] CBuild() :: COREXP
and then "unhandled exception..."
-------
even after comm lost ai still attacks with lots of thuds. This ai is much, much better than previous versions.
Well I'm baffled there, I didnt include an AA buildtree as nobody would make one, and most people complain it wouldnt build a factory on AA for ages, so ti looks like either you have an AA buildtree, you have one from an older NTAI (backwards compat) or the unviersal build routines have somehow gotten over it for no reason at all...
I wasnt aware of any crash bugs though, I havent experienced any myself I mustnt be looking hard enough, I've been playtesting using nanoblobz lately..
Although I was aware there was a corner bug I added numerous checks to try and cut down on how often it happened. I then added a piece of code that dampened the value of the 0,0 square in the threat metrix so that the effects where then lessened, but it seems that wasnt enough.........
If it happens a lot on specific maps just verify its the threat amtrix by typing .threat and zooming in on the image, it should show a big green square in the top elft corner among other thigns. You need something setup to view TGA files, such as irfranviewer though else windows will start asking questions.
oh and hrmph, what mdo where you playing, if I remember correctly by default NTAI sets the comamnders firing and mvoe state to holdfire and holdpos unless lindir changed it through tags in XTA.....
I wasnt aware of any crash bugs though, I havent experienced any myself I mustnt be looking hard enough, I've been playtesting using nanoblobz lately..
Although I was aware there was a corner bug I added numerous checks to try and cut down on how often it happened. I then added a piece of code that dampened the value of the 0,0 square in the threat metrix so that the effects where then lessened, but it seems that wasnt enough.........
If it happens a lot on specific maps just verify its the threat amtrix by typing .threat and zooming in on the image, it should show a big green square in the top elft corner among other thigns. You need something setup to view TGA files, such as irfranviewer though else windows will start asking questions.
oh and hrmph, what mdo where you playing, if I remember correctly by default NTAI sets the comamnders firing and mvoe state to holdfire and holdpos unless lindir changed it through tags in XTA.....
I tried it on AA and XTA. It played well on XTA. I was 1 vs 3 and having a hard time, especially as all 3 coms bombed my base once the AIs had expanded as far as they could. It then crashed.
I noticed that in both mods construction planes get built and sit on the ground the whole time, with a rare exception to build a dragons eye at 0,0.
It was interesting watching the variations in AA. Sometimes it would build factories, solars but no mexes, or solars mexes and llts but no factories, or sometimes even solars mexes and a factory or two.
Perhaps the universal builder could track resource consumption or creation for all units. It could soon recognize that factories are resource consuming buildings. If resources generated gets higher than resources being consumed, more focus could be put on building units/buildings that consistently consume resources such as factories and construction units. Perhaps it could even do a text parsing of names if it has never played a mod/built a particulor unit. If unit name contains factory or construction or whatever, then assume resource consumption = 5 metal, 20 energy or something. If it contains energy or metal, it genereates 1 metal or 20 energy. These values would of course be replaced by real values once it observes the unit in use.
I noticed that in both mods construction planes get built and sit on the ground the whole time, with a rare exception to build a dragons eye at 0,0.
It was interesting watching the variations in AA. Sometimes it would build factories, solars but no mexes, or solars mexes and llts but no factories, or sometimes even solars mexes and a factory or two.
Perhaps the universal builder could track resource consumption or creation for all units. It could soon recognize that factories are resource consuming buildings. If resources generated gets higher than resources being consumed, more focus could be put on building units/buildings that consistently consume resources such as factories and construction units. Perhaps it could even do a text parsing of names if it has never played a mod/built a particulor unit. If unit name contains factory or construction or whatever, then assume resource consumption = 5 metal, 20 energy or something. If it contains energy or metal, it genereates 1 metal or 20 energy. These values would of course be replaced by real values once it observes the unit in use.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
That's odd, in XTA they are supposed to build mexes, repair, and build advanced air plants if there is enough metal for them.jellyman wrote:I noticed that in both mods construction planes get built and sit on the ground the whole time, with a rare exception to build a dragons eye at 0,0.
I've noticed some odd behavior with units refusing to repeat their buildlist though.