Page 15 of 95
Posted: 09 May 2006, 13:51
by Bad_Dude
this ai better kick our ass

Posted: 09 May 2006, 14:08
by AF
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.
Posted: 09 May 2006, 14:19
by Acidd_UK
/me curls up and gently rocks in anticipation...
Posted: 09 May 2006, 14:50
by unpossible
AF wrote:
... so I wont do it unless there's demand for it.
I ANTIDEMAND IT!!!
Posted: 09 May 2006, 15:05
by Lindir The Green
The 4 different construction systems are cool; with XTA they are all pulling NTAI in different directions, but with all 4 going at once it should stay on track.
In theory, anyway.
AF, I should have another working buildtree tonight.
Posted: 09 May 2006, 17:29
by Targ Collective
I'd say we're all willing to wait a couple of days for predictive Dgunning.
I mean, a couple of days? No problem, right guys?
Guys?
Posted: 09 May 2006, 17:32
by krogothe
Predictive dgunning isnt just about adding a couple of vectors mind you.
if an atlas can nap your comm you know you did it wrong!
Posted: 09 May 2006, 20:11
by AF
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
Posted: 09 May 2006, 22:24
by Lindir The Green
You could release it originally without predictive D-gunning, and then a week later release XE8.1 with predictive D-gunning and an even better XTA buildtree.
Posted: 09 May 2006, 23:58
by Acidd_UK
^^ ...what he said
Posted: 10 May 2006, 00:44
by Acidd_UK
And buildtrees for AA would be really nice....

Posted: 10 May 2006, 04:56
by Bad_Dude
7.5 works with AA 1.46
Posted: 10 May 2006, 10:12
by Targ Collective
Try typing .Cheat, then .Spectator and then watch. It doesn't have any buildtree for AA, so it makes incredibly stupid decisions - like spending ten minutes building nothing but solars and mexes before building a factory.
Posted: 10 May 2006, 10:32
by AF
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...
Posted: 10 May 2006, 15:42
by Bad_Dude
EE isnt a bad mod, so thats good the AI is working with it.
Posted: 10 May 2006, 20:51
by AF
Posted: 10 May 2006, 21:17
by AF
Look what XE8 did to OTAI 1.13:

Posted: 10 May 2006, 22:54
by unpossible
how is that even possible? it's got skillz
Posted: 10 May 2006, 23:58
by Lindir The Green
YES! I did it!
NTAI has now officially (soundly) defeated OTAI in a 2v2 XTA on comet catcher.
AF, check your e-mail for the buildtree.
Posted: 11 May 2006, 13:06
by AF
muhahahahhahahahahaa
(although for me it's been beating OTAI 2v2 on comet catcher for months now(has it really been that long a wait for XE8?))