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Posted: 16 Jan 2007, 14:03
by Kloot
The version of KAI 0.11 as you remember it and the one I "fixed" were not built from the same exact codebase. Basically, what left the SVN source for dead was the last commit made by Krogothe before he stopped maintaining it altogether (which introduced a logic error causing the AI to never give orders to builders), but there are signs of earlier changes to its economic model as well, and those I cannot undo without a revision history.
The AI interface revisions had nothing to do with it, in any case.
Posted: 16 Jan 2007, 16:22
by AF
Sometimes the AI interface can be indirectly affected by the other classes and behaviours of units in spring. One example can be some attack behaviours that lead to AAI bombers being broken in an earlier version.
Although I may have a rather useful document for you.
Posted: 16 Jan 2007, 17:00
by Tobi
Hence the word interface in "AI interface"

Just like players, AIs have been affected by the conbots-guarding-factories-get-stuck bug in b2 and another behaviour bug in b1...
Also the exact behaviour for e.g. attack has been tuned since the last version of KAI by Krogothe: for example, bombers don't just bomb the first thing they fly over anymore, they actually bomb their target now. If an AI relied on that (by e.g. just giving bombers a move order in enemy area) then the AI (or the interface) would seem broken because Spring was fixed..
Once spring is dead the AI interface will be fully stable

Posted: 16 Jan 2007, 17:28
by Bobcatben
Tobi wrote:Just like players, AIs have been affected by the conbots-guarding-factories-get-stuck bug in b2
atleast i know its not just me with that bug now

Posted: 16 Jan 2007, 19:22
by 1v0ry_k1ng
so whats being done atm? KAI 2.0 is being fixed to work?
Posted: 16 Jan 2007, 19:37
by AF
0.2*
Posted: 16 Jan 2007, 19:54
by Tobi
1v0ry_k1ng wrote:so whats being done atm? KAI 2.0 is being fixed to work?
Kloot made a fixed version of 0.11 iirc, see one page back.
Posted: 16 Jan 2007, 21:49
by Kloot
update 29/7: removed outdated link and post content
Posted: 16 Jan 2007, 22:27
by AF
When I compiled KAI 0.2 and tested with EE 0.171 it crashed at startup.
Posted: 17 Jan 2007, 00:58
by Kloot
Yeah, originally there was a null-assignment in the MicroPather class constructor that led to a segfault, but it seems to have been removed.
Posted: 17 Jan 2007, 14:15
by 1v0ry_k1ng
KAI crashes 5 seconds in on gundam (it does start building then dies).
it metal leaks in most mods, but I think this is because of boned builder and factory behavior in this version. ill test 0.21 now :)
Posted: 17 Jan 2007, 14:27
by 1v0ry_k1ng
man 0.2 is boned atm.
if left to its own devices it just makes metal extractors.
if you control it and make it construct a factory, it makes a solar then goes back to mexs. the factory just spams const bots which spam mexs.
whats up with it?
Posted: 17 Jan 2007, 14:35
by Kloot
That's what I hope to find out, but like I said most of the time it just runs out of memory during initialization and dies before I can do anything (despite there being 2GB available), and when it doesn't
this is the result, which I suspect is a related problem.
Posted: 17 Jan 2007, 15:46
by 1v0ry_k1ng
why does it draw arrows?
btw, when given units, its attack sequences work fine. it dosnt D-gun mind.
Posted: 17 Jan 2007, 15:56
by Tobi
0.2 is in debug mode, and Krogothe's way to turn that off was to comment out each debug statement separately... (ie. it's relatively much work to disable it)
Posted: 17 Jan 2007, 15:58
by 1v0ry_k1ng
could that affect the way it plays? like unit and building choice?
Posted: 17 Jan 2007, 16:33
by Tobi
If it's really debug code then it shouldn't interfere with normal execution... but well, you never know

Posted: 17 Jan 2007, 20:30
by rattle
I tested 0.11 with the result that anything but XTA crashes once the AI attempts to build the first unit from a factory type of building. This was happening with FF before only. It's most probably my end again...
Posted: 22 Jan 2007, 17:47
by 1v0ry_k1ng
it crashes in gundam
Posted: 22 Jan 2007, 18:24
by Kloot
Yes, that's on my fix-list, right underneath getting Gundam itself to not crash on startup (both Epic 1.1 and Tiny 1.1 don't make it past the loading screen for me, AI or no AI).