Page 4 of 4

Posted: 31 Jul 2006, 14:09
by Aun
I had very good results in a 4 way FFA last night, me vs 3 AAIs.

Damn GM and Type 61 swarms. >_<

Posted: 01 Aug 2006, 04:58
by smoth
unpossible wrote:goto aidll/globalai/AAI/cfg/help & you'll find Sub's explanations for all the cfg files :wink:
I have been writing php all day. Between that, FF, gundam's model/balance/improvements and my school project I don't have much time to delv into any ai specific stuff.

Posted: 01 Aug 2006, 08:24
by Neddie
smoth wrote:
unpossible wrote:goto aidll/globalai/AAI/cfg/help & you'll find Sub's explanations for all the cfg files :wink:
I have been writing php all day. Between that, FF, gundam's model/balance/improvements and my school project I don't have much time to delv into any ai specific stuff.
If I free up any time, I'll look into it, but I have no experience and little time... so I make no promises.

Posted: 01 Aug 2006, 10:28
by smoth
http://cs.selu.edu/~ssmith/suprise/

I uploaded a new test version.

All sigh ranges raised to one and a half times their current values.
T61 gimped a bit
zeon mine and minofsky generator no longer say seig zeon.
zeon commander more deadly now.

there are other things but I forget.

Also the smoke may look weird.. ignore it.

Posted: 01 Aug 2006, 10:49
by unpossible
smoth wrote:
unpossible wrote:goto aidll/globalai/AAI/cfg/help & you'll find Sub's explanations for all the cfg files :wink:
I have been writing php all day. Between that, FF, gundam's model/balance/improvements and my school project I don't have much time to delv into any ai specific stuff.
i'll have a bash at making one then - what're the scout units?
edit (scout units can't attack in AAI)

Posted: 01 Aug 2006, 10:52
by smoth
Dish, luggun, hovertruck, zakurecon = scouts

Posted: 01 Aug 2006, 11:17
by Neddie
I've generated a new .cfg for the mod file and am testing it now.

Posted: 01 Aug 2006, 11:39
by Neddie
Alright, it looks okay to me. Uhm... no ability to add an attachment, no easy hosting... Smoth, I'll bump this over to you for distribution.

I didn't raise the Scout speed limit because it seemed to cause the game to have lag issues, and besides, if you already clarify the Scouts per script, why do you need a numeric catch all? Seems logically redundant, and it works better at the moment...

Posted: 01 Aug 2006, 11:40
by smoth
you know that on my forum you can attach files... right?

Posted: 01 Aug 2006, 11:46
by unpossible
neddiedrow wrote:Alright, it looks okay to me. Uhm... no ability to add an attachment, no easy hosting... Smoth, I'll bump this over to you for distribution.

I didn't raise the Scout speed limit because it seemed to cause the game to have lag issues, and besides, if you already clarify the Scouts per script, why do you need a numeric catch all? Seems logically redundant, and it works better at the moment...
did you set the energy ratio?
i tried it on about 7 and it seems to work better than 25 or 30 or whatever it was on! much less wastage.

Posted: 01 Aug 2006, 13:14
by Neddie
I didn't set the energy ratio - I tried a higher one earlier and the AI didn't like it at all... but that could have just been a one off chance.

And yes, Smoth, I left these pages immediately to post it there, and never actually saw your message.

Posted: 01 Aug 2006, 13:25
by unpossible
be sure to set the energy ratio low then - gundam doesn't need anywhere near as much energy as AA

Posted: 01 Aug 2006, 22:56
by Neddie
unpossible wrote:be sure to set the energy ratio low then - gundam doesn't need anywhere near as much energy as AA
The AI seems strangely skilled with building up a metal-making economy...

Posted: 12 Aug 2006, 02:12
by Iceciro
Where do I pick up the AAI code for Gundam?

Posted: 12 Aug 2006, 04:34
by Neddie
Iceciro wrote:Where do I pick up the AAI code for Gundam?
http://cs.selu.edu/~ssmith/BB/index.php

Don't use my file, use Unpossible's. He made a more advanced .cfg while I developed from the 0.98 Gundam .cfg - his is a lot smarter.