Page 16 of 95
Posted: 11 May 2006, 13:12
by Targ Collective
[Checks first post]
Approx. 5 months, all told.
Posted: 11 May 2006, 15:10
by Acidd_UK
Do you need someone to convert lindir's buildtrees for AA 1.46? I'm interested in the AI development but I like AA more than XTA so I'd volounteer to try to work on some buildtrees if that's needed (Lindir, I'd probably need some help getting started).
Posted: 11 May 2006, 16:15
by AF
hehe, just pm me your email and I'll send you a copy, and I might aswell start documenting the stuff anyways so make notes as you go along and I'll add them to any of my own and write it all up..
2 NTai's(red) versus 2 OTAI's(blue)
note that all screenshots are taken of NTai in normal mode, it cna become a lot mroe pwoerful when you activate cheat mode...
Posted: 11 May 2006, 16:23
by Forboding Angel
will ntai on cheat mode be able to be used for humanstomps in multiplayer?
Posted: 11 May 2006, 16:43
by AF
humanstomps?
Posted: 11 May 2006, 16:48
by FizWizz
compstomps are multiplayer games where people rally together to smash the computer opponents, so humanstomps where people rally together to get smashed by the computer.
Posted: 11 May 2006, 16:49
by AF
muhahahahahhaa
I guess so but I've never tried it so I cant be sure..
It's certainly possible with nanoblobz 0.4 tho ;D
Posted: 11 May 2006, 17:23
by Lindir The Green
Yeah... I'm, like, really bad at explaining stuff...
If you have a specific question, I can probably answer it, but if you want a general tutorial the best option would be to poke AF for some documentation.
I'll get you started though:
The first, and longest step, is to modify the scouters and attackers list in mod.txt to include every mobile unit in AA.
If a unit is in both lists, it (theoretically) should behave as a search and destroy unit.
If you are confused by all the armcom corcm armwin corape crazy cavedog abbreviations, then I suggest maelstrom's FBI editor; load all the AA units and it will display the official names, the crazy abbreviations, and a whole bunch of stuff about the unit.
After that, just modify the .txt files to have the buildlist for the AA version of that unit, and make more for the AA only construction units.
After that, modify the cheap_multiplier and defence_spacing and stuff in mod.tdf.
Oh yeah, and stuff in global.txt will be build whenever you have a B_GLOBAL in the buildlists.
Posted: 11 May 2006, 20:15
by AF
Actually, there's 2 extra ways of telling unitnames
look at the learning file for the mod, it'll be in the format
UNITNAME= VALUE; // hUMAN nAME AS SEEN INGAME - DESCRIPTION TOOLTIP
Also the output groupAI should output as much data as it can find on a unti and save it to text files labelled by the *ingame name*_*itnernal unitname*.txt, for example "Commander_armcom.txt"
Also lindir I changed the way scouter and atatcker tags work slightly.
If you define a list fo scouters and attackers and you also define dynamic selection as true then it will look at the list you specified, and if it doesnt find the unit on that list then it uses the algorithms. It helps iron out problems where NTai doesnt detect a certain unit correctly..
Posted: 12 May 2006, 21:06
by AF
XE8 is here!!!
Nanoblobz 0.4, Spring SP, XE8, 5 GroupAI's
A source package and vanilla version will be available tomorrow sometime
Posted: 12 May 2006, 21:10
by Optimus Prime
does it work with FF now?
Posted: 12 May 2006, 21:21
by AF
erm, I havent tried out Ff in ages btu Ii dotn see why not
Posted: 12 May 2006, 21:23
by FLOZi
You do know that huge picture totally breaks darkstars in IE?

Posted: 12 May 2006, 21:27
by AF
And firefox, but my comptuers in the middle of a frantic slowdowna tm
Posted: 12 May 2006, 21:34
by Optimus Prime
AF wrote:erm, I havent tried out Ff in ages btu Ii dotn see why not
hm the last version i tested the AI did nothing -.-
I will test your AI tomorrow.
Posted: 12 May 2006, 22:04
by Lindir The Green
The XTA buildtree I sent you was not meant to be released, because it nanostalls horribly. Does this version support customisation of the anti-stall algorithm?
Unless you changed the anti-stall algorithm, I will need to either modify something to make NTAI stop stalling so horribly, or I will need to drastically change the buildtree to make NTAI stop stalling so horribly.

Posted: 13 May 2006, 00:37
by Bad_Dude
25min game, Ntai vs SAI, SAI beat it bad, i mean very bad, how can i get Ntai to cheat?
*Edit* Game 2, SAI won 35 mins, i wanna try AAI vs. ntai, but AAI doesnt work
Posted: 13 May 2006, 01:23
by bamb
copy-paste the config file for aai, if you got a new AA or XTA and it doesn't have it yet.
Posted: 13 May 2006, 01:26
by Triaxx2
Odd, pic doesn't bother me, even on dial-up.
Posted: 13 May 2006, 02:27
by Bad_Dude
SAI beats ntai everytime, but i just got done playing a almost 2hr game of me vs ntai, put up a good fight, it needs to build antinukes, but it couldnt stop 300 brawlers
