NTai XE10.1b - Page 24

NTai XE10.1b

Here is where ideas can be collected for the skirmish AI in development

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AF
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Post by AF »

From what i can tell, apart from being borked, it was in AA 1.48.

Krogothe you of all people should know that NTai doesnt have AA buildtrees. NTai will have been running off of a default buildtree there, whatsmore that buildtree is outdated and doesnt make use of XE8.1 features at all.

We can safely ignore that particular replay for now.

I have an RC9 here I've compiled it with the exception handling and removed the debug information....

And I wont accept spring crash dumps either.
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krogothe
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Post by krogothe »

And what makes you so sure it was actually in AA to justify you saying you can "safely ignore" my replay and patronize me like i was a little noob who doesnt know that lindir made the buildtree for XTA in first place?
The only possible explanation would be the wrong replay got posted :lol:
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AF
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Post by AF »

maybe, but Sprign SP tried laoding the replaya dn said ti was in AA 1.48, and if ti was then it cna be safely ignroed for the following reasong

1.48 is an old version, go do 1.5!!!
1.48 has no buildtree so it'll use an abstract buildtree
your abstract buildtree is outdated so it'll behave similar if no the same as XE8 and not behave like XE8.1
Nobody can use it anyways
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AF
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Post by AF »

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unpossible
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Post by unpossible »

AF wrote:maybe, but Sprign SP tried laoding the replaya dn said ti was in AA 1.48, and if ti was then it cna be safely ignroed for the following reasong
that must be a record, even for you, AF :wink: :P
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rattle
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Post by rattle »

still refuses to do anything and only spits out AI cheating enabled at the beginning
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Neddie
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Post by Neddie »

Can somebody please make an AA buildtree?
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rattle
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Post by rattle »

Lindir The Green wrote:
Keep in mind that there really isn't an AA buildtree. And NTai is not designed for metal maps.

Hopefully Egarwaen is working on it though.
Egarwaen
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Post by Egarwaen »

I looked at it and decided I don't know enough about AA to even try to make one. Sorry. :cry: If no-one else has stepped forward, I can see about hacking up Lindir's, but the sheer number of files needed is somewhat daunting...
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Lindir The Green
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Post by Lindir The Green »

rattle wrote:still refuses to do anything and only spits out AI cheating enabled at the beginning
You must have put something in the wrong place, and so I think the only solution for you is to just wait for the installer.

And, Egarwaen, we really don't care how horrible you are at AA. Just make a buildtree. It doesn't have to be good, because almost anything would be better than what we have now.

Off to test RC9...

edit:

Tested it, and got a crash. Then tested it with exception handling enabled, and it completely screwed up Spring on my computer.

Now, whenever I try to run Spring, I get an "Error binding socket to server"

AND, when I tried to reinstall Spring, apparently I couldn't overwrite anything.

I guess I'll try a restart...
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AF
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Post by AF »

RC9 is bugged, it has an access violation error in one of the InitAI functions, but it's been fixed!!

I'll post RC10 shortly. RC10 also has an addition to the exception handling that'll tell me more information about it depending on what type of exception was thrown, so if it does nothing TELL ME WITH LOG FILES!!!!!!!

I also tried to track a bug with meta tags which caused that great list of failed loading unitdef's lindir has mentioned.

Now it'll at least say what it failed to load a definition for.

However I was forced to change it so that meta tags have a higher priority in build trees, so now if you define a meta tag with the same name as a unit NTai will read it as a meta tag and not a unit name.

As for the sheer number of files being mentioned with build trees, I suggest you read the documentation and realize that you can have as few files as you want, in fact you could have no files but the ones you want and in fact you can have everything load from a custom builder.txt/ factory.txt/ commander.txt and only write extra files for those units you want to make an exception for.....

Or you could do something similar to lindirs random buildtree exploiting it to make units share files, e.g. having something like

corcv=lvl1.txt;
corcp=lvl1.txt;
corck=lvl1.txt;
etc....

hint hint :: corcv=lvl1a.txt,lvl1b.txt,lvl1c.txt,repair.txt,..etc;

See lindirs XTA buildtree for where to put that.

And I don't mind if an XTA buildtree is botched so ti runs in AA without stalling, as that'd be better than anything.

So many people have started AA buildtrees then totally vanished....
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AF
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Post by AF »

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AF
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Post by AF »

I fixed a minor bug or two in RC11, and I've added the B_FIGHTER and B_BOMBER build tags, the meta tag problem si now gone.

I did a FFA with 4 NTai's on small supreme battlefield and found that on one side the 2 NTais had both gone air and the other side they'd gone kbot/vehicle. Air NTai didnt have the defences to protect itself, it built lvl 1 gunships which then attacked eachothers b\ses then attacked eachother unable to hit eachother when it should have built avangers/freedomfighters after the gunship. It energy stalled too, and the commander could have helped the air plant churn out a laod of con planes to build defences....

Lindir, make the con planes help build more planes afterwards randomly, so say 1/4 chance they'll go on nothing but repair duty, 1/4 they'll go building defences and fortifications(mainly fortifications), then do as usual with the other 1/2 (factories resources), with the commander focusing on getting up the starting economy and a defence then going on repair patrol with a B_GUARDIAN after about a minute or two.

Also those build nearby tags that stop NTai from building unit x if it's already within range y and to go repair the nearby oen instead, should be done with missile towers and defences...... So you'll need a lot of B_FORTIFICATION and B_DEFENCE tags for aircraft and a lot of planes being produced....
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Lindir The Green
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Post by Lindir The Green »

Well, there is already a defender and a hlt in the air con build tree, but I guess I'll add more of them and yet another solar (making 3 solars and 2 mexes, which seems a little solar heavy... Air does require lots of e though.)

The problem is that the current air buildlists were really designed to just support the main k-bot construction. I guess I'll fix that now.

So actually I'll just tell 2/3 of the air cons to use R1 and R2, and tell the other third to expand, build lots of resources collectors, and build defense.

And I'll stop using generic B_ASSAULT s for the air lab, and start using unitnames to get it to build fighters early on and bombers later.

Unfortunately, I'm gonna be away from my home computer (with Spring and all of the AI data) until late Sunday. Which is early Monday, UK time.
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AF
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Post by AF »

I've decided I may aswell go the full haul to XE9

XE9RC11 has both B_FIGHTER B_BOMBER and B_GUNSHIP tags, and a few bugs fixed aswell as a minor improvement or two. I fixed units running away when they're on the brink of destruction aswell.

This version can just be extracted straight into the spring folder, and includes default buildtrees, XTA buildtree, all the grouPAI and the latest NTai, it may even be possible to do a fresh install absed on this, altho it wont have nanoblobz or spring SP as a result...
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AF
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Post by AF »

Image
Image

Look at the clock in that last shot, it's 2 NTai's on deltasiege in cheat mode.. The first is 4 NTai's starting a game on dryriver in the same game.

Download
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rattle
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Post by rattle »

I just stumbled over the verbose option and NTai is indeed crashing at where I thought it would...

Code: Select all

Number of damage types: 6
Unknown feature type 
TA Spring 0.71b1
Using script Commanders
Player Player joined as 0
AI has enabled cheating.
GlobalAI1: error in Global constructor, cannot continue
GlobalAI1: Error :: InitAI() in XE8.1 failed, please notify AF at
once
GlobalAI1: Error :: www.darkstars.co.uk
User exited
Path cache hits 0 -1%
Path cache hits 0 -1%
that's in XE9
DoW
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Post by DoW »

For me, the new RC just makes spring vomit a bunch of 'incorrect ai dll' messages (this is in .72b1). Ill post more tommorow, as there is partying to be done.
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Min3mat
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Post by Min3mat »

the cookie master speaks from beyond the grave

"The AI itnerface versionc hange din 0.72 so I need to recompile again"

the AI interface version changed in 0.72 so i need to recompile again
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AF
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Post by AF »

Download Here

XE9RC12 installer.

It includes the whole shebang, buildtrees, dll's groupAI's everything. Compiled for 0.72b1.

PS :: Delete 0.71b1 GroupAI's from old AI installs if you get incorrect ai dll messages
Last edited by AF on 17 Jun 2006, 18:26, edited 1 time in total.
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