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Posted: 22 Jan 2007, 20:49
by Neddie
You may have the wrong files. I recommend redownloading Gundam.
Posted: 22 Jan 2007, 21:35
by Kloot
If
this isn't the right file, which one is?
Posted: 22 Jan 2007, 23:46
by Neddie
That is the right file. However, the servers sometimes garble the data on transfer. I got an empty map once.
Posted: 28 Jan 2007, 22:03
by Forboding Angel
Do me a favor kloot, and make it ablke to use hubs
Posted: 29 Jan 2007, 03:30
by AF
And use the logs in your svn commit so I dont have to spend 10 minutes reading code to figure out what could be written in a 5 word sentence.
Posted: 29 Jan 2007, 19:42
by Kloot
Some updates:
0.12 now has basic support for EE-style hubs, although the chance that they actually build something is somewhat... low... since currently they use a naive (ie. stupid) placement algorithm that produces all sorts of borkedness and really really really needs replacing.
Still haven't gotten Gundam to not crash, so no fixes on that front as of yet.
Posted: 29 Jan 2007, 21:39
by AF
Try offsetting the hubs position when you pass it to closestbuildsite, then randomly offsetting and repeating if its outside the hubs build radius or it overlaps with the hubs position.
Posted: 04 Feb 2007, 02:18
by AF
The KAI in the spring release dguns commanders.
Posted: 04 Feb 2007, 02:59
by Kloot
That's by design, there's not much point to outright preventing it since commanders can be part of an attack group and get blasted accidentally while dgunning another target.
Posted: 04 Feb 2007, 04:34
by AF
Its a golden rule, but having a lone KAI com with a downtrodden base suddenly appear next to your commander and dgun it loosing any chance of rebuilding is bad and its annoying.
Instead NTai and OTai avoid it. NTai will reclaim while running away. Both AIs had better success results because of this.
Posted: 04 Feb 2007, 12:07
by Kloot
Alright, commanders are now ignored as direct targets.
Still I think the main issue is that KAI relies far too heavily on its commander for early expansion (so it comes into contact too soon which also leaves it vulnerable to raids), later in the game it shouldn't be such a blow to either party.
Posted: 05 Feb 2007, 03:33
by BDCoolio
I've seen this multiple times as well. As far as EE goes, especially when playing as URC, KAI likes to build lots of plasma towers as it approaches your base, usually not even building mexes along the way. Then it gets its com killed off because it doesn't retreat fast enough when it comes under attack - partially because EE coms aren't combat units.
Posted: 22 Feb 2007, 14:17
by 1v0ry_k1ng
is there any progress on this?
Posted: 23 Feb 2007, 17:32
by Kloot
Regarding Gundam support, no.
Posted: 25 Feb 2007, 23:57
by 1v0ry_k1ng
I think i just realised, the reason this KAI is a bit ropey is that it dosnt have a working maphack anymore, so it no longer flanks and attacks properly. when I gave it full radar coverage it suddenly sprung into life. could this be the case?
Posted: 26 Feb 2007, 14:02
by AF
You're right KAI is f*cked if its maphack is taken away from it, evne more so because KAI cant scout.
You see KAI builds thigns absed on what the enemy builds and because it cant see the enemy a large portion of the AI simply ceases to exist for the majority of the game. This is why it sometimes does nothing, and why it sometimes just techs to lvl 2 and builds resources.
This means that the maphack needs fixing/putting back in or the code it supports needs to change.
Posted: 26 Feb 2007, 17:58
by 1v0ry_k1ng
horay! kloot is this the case and if so is it fixable??
Posted: 26 Feb 2007, 18:11
by AF
fix the maphack and it should be a lot fiestier ingame.
Posted: 26 Feb 2007, 18:51
by Kloot
I am not aware of any changes to the cheat versions of GetUnitPos() etc. (which KAI still uses, although oddly it also calls the regular one) that would account for the do-nothing syndrome, which I have yet to experience myself TBH and so is difficult to analyze. Replays would be helpful.
Posted: 26 Feb 2007, 19:12
by AF
I asked krogoth this mornign what would happen if the maphack suddenly vanished and that was his answer basically. KAI builds at the beginning according to what its enemy builds. If it cant see its enemy it doesnt build.