NTai XE10.1b
Moderators: hoijui, Moderators
Ok I've read the details.
Problems with what NTai builds are mostly Lindirs field fo expertise as he's the one making the XTA buildtree, and I should really include a new Defautl buildtree which should show an effect for any of you unlucky enough tot est it with AA.
I knwo there are AA buildtrees on some peoples hardrives that they've started. I dotn care how finsihed they are even if they're just lindirs buildtree with a line or two changed I WANT THEM NOW UNFINISHED OR NOT.
Thus I have RC7
I modified the rules for storage building so that there's a 1/3 chance now that they get built if the rule says OK.
I think i've fixed the units retreating at low hp. Also if a unit is dealt damage that takes up more than 50% of its max hp then the unit will retreat to protect itself
I've made it totally impossible to issue a command containing the top corner location, they're intercepted and discarded on sight now before they ever reach the engine.
I also changed predictive targetting caches so that they're disabled once the AI's unit count reaches 70 or above to prevent increasing lag as the game continues, as a result semipredictive targetting wont occur after the 70 unit mark, and instead fire at will like XE8 will start again....
PS :: Lindir, the commander is suffering still from faulty sub AI in spring, change the mod.tdf to set the commanders firing status to hold fire instead, the attacking is sending it of on wildgoose chases after units it'll never catch, and it's interfering with other commands such as construction and dgunning leading to unwanted behaviour and even builder stall
http://www.fileuniverse.com/?p=showitem&ID=3442 XE8.1RC7
http://www.fileuniverse.com/?p=showitem&ID=3436 Lindirs latest XTA buildtree
Problems with what NTai builds are mostly Lindirs field fo expertise as he's the one making the XTA buildtree, and I should really include a new Defautl buildtree which should show an effect for any of you unlucky enough tot est it with AA.
I knwo there are AA buildtrees on some peoples hardrives that they've started. I dotn care how finsihed they are even if they're just lindirs buildtree with a line or two changed I WANT THEM NOW UNFINISHED OR NOT.
Thus I have RC7
I modified the rules for storage building so that there's a 1/3 chance now that they get built if the rule says OK.
I think i've fixed the units retreating at low hp. Also if a unit is dealt damage that takes up more than 50% of its max hp then the unit will retreat to protect itself
I've made it totally impossible to issue a command containing the top corner location, they're intercepted and discarded on sight now before they ever reach the engine.
I also changed predictive targetting caches so that they're disabled once the AI's unit count reaches 70 or above to prevent increasing lag as the game continues, as a result semipredictive targetting wont occur after the 70 unit mark, and instead fire at will like XE8 will start again....
PS :: Lindir, the commander is suffering still from faulty sub AI in spring, change the mod.tdf to set the commanders firing status to hold fire instead, the attacking is sending it of on wildgoose chases after units it'll never catch, and it's interfering with other commands such as construction and dgunning leading to unwanted behaviour and even builder stall
http://www.fileuniverse.com/?p=showitem&ID=3442 XE8.1RC7
http://www.fileuniverse.com/?p=showitem&ID=3436 Lindirs latest XTA buildtree
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
I'm confused.AF wrote:PS :: Lindir, the commander is suffering still from faulty sub AI in spring, change the mod.tdf to set the commanders firing status to hold fire instead, the attacking is sending it of on wildgoose chases after units it'll never catch, and it's interfering with other commands such as construction and dgunning leading to unwanted behaviour and even builder stall
About 3 buildtree versions ago, I had both the move and fire state set to 0. You said that it was on fire at will and roam, so I switched both of them to 2.
It seems to work better now, but now you're saying that it isn't...
Should I set them to 0 or 2?
edit:
The documentation said they should be both at 0, so that's where I'm setting them.
Both tests I ran froze and had to be ctrl-alt-deleted after ~11.5 minutes. AF, check your PM for the logs.
But I still updated the FU buildtree; now it shouldn't e-stall anymore.
http://www.fileuniverse.com/?p=showitem&ID=3445
Originally I guess that manoeuvre and return fire where the best at the time, and they where set to that by default but the commander in OTA based mods can do so much that it all gets in the way on those settings....
I'm aware of one or two little bugs such as a divide by zero error, although when i try to recompile to debug mode they disappear only to return when i switch back to release mode
I'm aware of one or two little bugs such as a divide by zero error, although when i try to recompile to debug mode they disappear only to return when i switch back to release mode
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
do we need all the AIs to watch this? mine says error looking up DNS of server or somesuchkrogothe wrote:The attacking works properly now, a big improvement. The zipper raids are probably my favourite thing about it! The buildup and economy seem a little borked for something lindir spent so much time on hovever... Is it just my PC?
have a look and let me know if this is how its supposed to run...
http://www.fileuniverse.com/?p=showitem&ID=3448
OK Krog I cant watch that replay on this computer, so I havent a clue what you're on about so you'll have to wait another 24 hours for a reply if I have time to watch the replay on my own computer....
I fixed the problem with nonsquare maps, added a few little tweaks, and recompiled with soem debug information though it aint a full debug build, and exception handlign hasnt been compiled in in RC8 either.
ETA AI has had a few changes too, I tried putting a black base around the text and making it bigger to make it more visible, I fixed the blue power symbol on units that didnt have the pwoer to fire flashing by for a split second, and the text itself is thinner and brighter. I also fixed the colours showing as black
http://www.fileuniverse.com/?p=showitem&ID=3449
Turn of AI exception handlign in spring settings and screenshot any error message popups that appear other than the usual contact AI author message and post them here or mail me them (images pasted itno word documents wont be accepted, nro will 1280x1024 bitmaps so learn howto take proper png/jpeg screenshots).....
I fixed the problem with nonsquare maps, added a few little tweaks, and recompiled with soem debug information though it aint a full debug build, and exception handlign hasnt been compiled in in RC8 either.
ETA AI has had a few changes too, I tried putting a black base around the text and making it bigger to make it more visible, I fixed the blue power symbol on units that didnt have the pwoer to fire flashing by for a split second, and the text itself is thinner and brighter. I also fixed the colours showing as black
http://www.fileuniverse.com/?p=showitem&ID=3449
Turn of AI exception handlign in spring settings and screenshot any error message popups that appear other than the usual contact AI author message and post them here or mail me them (images pasted itno word documents wont be accepted, nro will 1280x1024 bitmaps so learn howto take proper png/jpeg screenshots).....
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
Well, in my defense, I completely rewrote the entire thing about 2 weeks ago, so it isn't fine-tuned yet.krogothe wrote:The attacking works properly now, a big improvement. The zipper raids are probably my favourite thing about it! The buildup and economy seem a little borked for something lindir spent so much time on hovever... Is it just my PC?
That's why I reccomended (hinted) that AF should have beta testers, so that they can give feedback.
I need feedback! How exactly is it borked? Is it building in a bad order? Too many construction units? Too few? Going advanced too early? Too late? To frightened of stalling? Not frightened enough?
c'mon people, just telling me that it doesn't work well isn't enough.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
Tested the latest with exception handling turned off:
It crashed at startup. Before the 2nd log was even started.
I couldn't get fraps to work, so here is NTai's log (yes, this is the entire thing):
There are exactly 38 of those failure to load task thingeys.
I also e-mailed you the crash dump.
It crashed at startup. Before the 2nd log was even started.
I couldn't get fraps to work, so here is NTai's log (yes, this is the entire thing):
Code: Select all
:: NTAI XE8 Log File
:: Programmed and maintained by AF
:: Copyright (C) 2006 AF
:: Released under the GPL 2.0 Liscence
:: Game started: 13.5.2006 15:57:19
:: XTA v6.0
:: XTA
:: First instance of NTAI :: LindirTheGreen : player :: 0
:: AI DLL's in game
:: aidll\globalai\NTai.dll : AI :: 0
:: aidll\globalai\SAI.dll : AI :: 1
:: aidll\globalai\NTai.dll : AI :: 2
:: aidll\globalai\SAI.dll : AI :: 3
KAI Metal Class by Krogothe
Time taken to generate spots: 157ms.
Metal Spots couldnt be saved!
Metal Spots Found 81
:: Found 81 Metal Spots
:: Comet Catcher Remake.smf
:: XTAPE.sd7
:: map size 12 x 16
[00:00] CManufacturer::Init
:: error loading file :: AI\XTAPE\Comet Catcher Remake.smf\global.txt
[00:00] unitdef failed to load Task::Task
...
[00:00] unitdef failed to load Task::Task
I also e-mailed you the crash dump.
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24