
NTai XE10.1b
Moderators: hoijui, Moderators
Welll aside from the changelog which will be the biggest ever changelog posted on the forum, I'd say XE8 is a vast improvement over XE7.5, containing alot of the features of the other AI's.
4 scouting systems
Global buildqueues
Per Unit buildqueues
2 sets of rule based choices (AAI/OTAI/JCAI type building)
All 4 construction systems can be active at once.
I got commander dgunning on sight down to an art, The only improvements left are predictive dgunning which would delay XE8 a day or two so I wont do it unless there's demand for it.
4 scouting systems
Global buildqueues
Per Unit buildqueues
2 sets of rule based choices (AAI/OTAI/JCAI type building)
All 4 construction systems can be active at once.
I got commander dgunning on sight down to an art, The only improvements left are predictive dgunning which would delay XE8 a day or two so I wont do it unless there's demand for it.
- unpossible
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- Joined: 10 May 2005, 19:24
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
- Targ Collective
- Posts: 202
- Joined: 12 Nov 2005, 14:16
I'm aware of howto implement it, I've consulted with my maths teachers, devised several algorithms, recieved several algorithms from other people then asked my maths teachers about them...
Besides people have been waiting ages, remember back at the beginning of april when I said XE8 would be out at the weekend? ^^ I must speed on and deliver as fats a spossible
Besides people have been waiting ages, remember back at the beginning of april when I said XE8 would be out at the weekend? ^^ I must speed on and deliver as fats a spossible
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
- Targ Collective
- Posts: 202
- Joined: 12 Nov 2005, 14:16
The default buildtree has been augmented with the enw rules absed routines aswell as one or two things I added last night.
I've added all the rules, they just need tweaking, I added B_RESURECT/B_RESSURECT and I've got a nice new antistall algorithm.
The only remaining issues are adding the rest of the letters to the SKywrit class so my naming groupAI works 100% and finishing my EE buildtree. For some reason the command and control mech and intercepters arent being recognised, so they sit there randomly, which is odd as the command+control mech is pretty much the same as the mobile radars in XTA/AA and thye're detected corrctly. So I'll have to manually list all of the attackers and scouters first.
Other than that EE is woking alright...
I've added all the rules, they just need tweaking, I added B_RESURECT/B_RESSURECT and I've got a nice new antistall algorithm.
The only remaining issues are adding the rest of the letters to the SKywrit class so my naming groupAI works 100% and finishing my EE buildtree. For some reason the command and control mech and intercepters arent being recognised, so they sit there randomly, which is odd as the command+control mech is pretty much the same as the mobile radars in XTA/AA and thye're detected corrctly. So I'll have to manually list all of the attackers and scouters first.
Other than that EE is woking alright...
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09