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Posted: 19 May 2006, 15:14
by AF
ahk ahk ahk

nobody knows about the .aicheat command

.aicheat will give NTai XE8 a big boost, making it a lot more powerful, and in XE8.1 it will make it even more powerful still with a second even more effective command .aicheat2

Posted: 24 May 2006, 15:40
by f0rked
Any idea when you'll be releasing the next version? Even a small patch/bugfix release would keep me happy, so long as the units no longer spend all their time gathering in the top left corner lol and spend a bit more time hunting me down

Posted: 24 May 2006, 18:30
by Bad_Dude
.aicheat doesnt work anymore, never did, now it just freezes the commander

Posted: 24 May 2006, 20:09
by AF
At the moment lindir si refusing to give me the lastest version fo the buildtree untill I meet his demands, I've got ym second project to research, and I've had 4 exams in the last week todo.

I'll speed up for now, predictive dgunning isnt working as well as I hoped it would, so I'm either going to have to change it to another algorithm i have in mind or skip it.....

Posted: 24 May 2006, 20:21
by krogothe
AF wrote:I'll speed up for now, predictive dgunning isnt working as well as I hoped it would, so I'm either going to have to change it to another algorithm i have in mind or skip it.....
I did say it wasnt easy ;)
Good luck with your exams AF, i had some with mine today :twisted:

Posted: 24 May 2006, 20:32
by AF
Statistics (S1) and Physics Practical I had ^^

The algorithm I'm currently using works good untill the units are moving across the commander rather than into or away from at an angle (it aims just behind the unit, maybe I should just make it offset the target to fire infront making up the difference)...

Posted: 24 May 2006, 20:45
by krogothe
^_^ i had S3 and physics too, the damn rotating wire thing kept falling off the clamp!

Posted: 24 May 2006, 20:56
by Zoombie
Well now that I have gotten around to play testing your A.I I can give you my evaluations, Alantia.

First it started out good, building extractors and a good base. It was nifty sight. I attacked and it ran its commander right into my tanks, and then the game was over.

Huh. I was playing E and E, so maybe the A.I got confused about the lack of a D-gun in the E and E commander.

Posted: 24 May 2006, 21:03
by AF
XE8 is the onyl AI that works with EE straight off publicly available atm, tho i am aware fo the KAI and EE config for AAI btu they arent public.

It doesnt work as well as I'd like ti to though.

Try XTA though..

My physics prac exam had the foil strip and the magnet and the cotnacts thing.

Onyl my foil strip was buggered and nearly sent my entire prac apapratus on fire, the smell of burning wood on an electrical contact ^_^

Posted: 24 May 2006, 21:05
by krogothe
aha thought they were the same nationwide!
must be different boards or something? (AQA?)

Posted: 24 May 2006, 21:08
by AF
hmm, I had a little foil strip and a variable resistor and it was next to a magnet attatched to a piece of wood, and when you turned the apparatus on the strip buzed going up and down as it touched the contacts and flew up and fell back.

That and something with a filament bulb and a red filter.

Yah AQA A2 physics unit 6, the scheduled prac exam

Posted: 24 May 2006, 21:48
by AF
http://www.darkstars.co.uk

bug reports or suggestions in the forum there

I also added the old mod data documentation for NTai everyones been asking about

Posted: 24 May 2006, 22:00
by Zoombie
Right. I will now test it via XTA.

Posted: 25 May 2006, 00:16
by Lindir The Green
Keep in mind that every XTA buildtree so far has been designed for the final version of XE8.1

So pay attention to the AI itself, not its construction choices. :P

Posted: 27 May 2006, 02:18
by jellyman
I gave it a bit of a run. First on comet catcher vers itself. Expanded nicely early. Each side attacked once. Then the second attack from north came down and the first unit it met was the enemy commander. Game over.

Next game changed to commander continues. Altored earth and XTA. The attack algorithm seemed to be very non aggressive. Core was on south and built up a sizeable squad in the middle that occasionally took out a few arm units/buildings, or responded to an arm incursion. Arm was on north and seemed to attack mostly with small squads of level 1 brawlers, with the occasional single level 2 brawler thrown in. It did try and attack deeper within the core base with units regularly making it almost all the way to the core players starting position, but it was always something like 3 l1 brawlers, or a bulldog, or 2 zeuses. Also for some reason the brawlers seemed to be wobbling strange and hardly firing.

Also both bases expanded a lot with little military back up. There was a lot of instances of con bots from opposing sides building factories and resource structures within LOS of each other. And core must have built 12 or more krog gantries without finishing a single krog. When I checked last the first one started was about 40% complete. Eventually at around 100 minutes the game did a hard crash. Couldn't see mouse, couldn't CTL-ALT-DEL, so after waiting a minute or two to see if it recovered, I resorted to the power button.

I've kep in mind that Lindir's buildtree was designed for 8.1 and not 8, but have little idea what difference that makes.....

Posted: 27 May 2006, 03:08
by Lindir The Green
A HUGE difference.

The antistalling algorithm in XE8 is broken, not letting NTAI build lots of combat stuff but letting EVERY SINGLE KROG GANTRY get through.

Fortunately, this is fixed in XE8.1, along with a bunch of other stuff.

Posted: 27 May 2006, 14:10
by AF
the antistall algorithm in XE8.1 was been totally revamped, aswell as a lot of numerous construction changes that lindir doesnt know about atm.

NTai XE8 crashing

Posted: 01 Jun 2006, 13:23
by rattle
I've tried almost every mod (EE 0.157, XTA6, AA148, ...) with it on several maps (Mars, CenterrockV12, etc) and all it does is giving me exception errors from the dll. I'm using the latest Spring and SpringSP which came with XE8 for the AI setup.

Did I do something wrong? The NTai which came with the Spring package works just fine.

Re: NTai XE8 crashing

Posted: 01 Jun 2006, 15:30
by Soulless1
rattle wrote:I've tried almost every mod (EE 0.157, XTA6, AA148, ...) with it on several maps (Mars, CenterrockV12, etc) and all it does is giving me exception errors from the dll. I'm using the latest Spring and SpringSP which came with XE8 for the AI setup.

Did I do something wrong? The NTai which came with the Spring package works just fine.

ah, i think you might have to delete the entire of the previous NTai before installing the new one. Make sure you get rid of the NTai folder and also the NTai dll which is found in ...taspring\aidll

works for me :-)

Posted: 01 Jun 2006, 16:14
by AF
Turn of Ai exception handling in spring settings, i feel NTai cannot catch exceptions and rpevetn crashes because spring is voerriding ti and catching it for them whcih si abd because when spring catches them it ends the game.