NTai XE10.1b
Moderators: hoijui, Moderators
I'm building my own mod which hasn't really seen a release yet. One thing I've done is combined mexes and powerplants into one building, I suppose there is no special behaviour for that case to make NTAI build mexes anywhere when it builds them as a powerplant rather than a mex (B_POWER, for example)?
I'm still getting a few unhandled Global AI exception crashes, is that a known problem in the current release?
I'm still getting a few unhandled Global AI exception crashes, is that a known problem in the current release?
hmm, might be because of the change in your mod.
mexes and pwoerplants should both be detected by B_MEX or B_POWER so in yuor case if all powerplants are mexes then B_POWER and B_MEX are the same only 1 prioritizes the ability to produce energy and the other metal.
However Make sure you're running latest NTai with sprign AI exception catchign turned off in settings, those exceptions should be caught by NTai exception handling and logged, not by spring.
mexes and pwoerplants should both be detected by B_MEX or B_POWER so in yuor case if all powerplants are mexes then B_POWER and B_MEX are the same only 1 prioritizes the ability to produce energy and the other metal.
However Make sure you're running latest NTai with sprign AI exception catchign turned off in settings, those exceptions should be caught by NTai exception handling and logged, not by spring.
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
It is possible, if you create an AI folder and place the folder inside there then package ti up it'd work but then everyone would have to keep tot eh default AI.tdf.
Also it means I cant peer review and change things in the public releases, your essentially locking in your mod to a specific build tree.
Your best sending me the data along with the learning file
Also it means I cant peer review and change things in the public releases, your essentially locking in your mod to a specific build tree.
Your best sending me the data along with the learning file
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
NTAI(9) Linux
i tried out your code idea in .deb thread
& i also tried it out for the svn tagged released for 72.b1 (before the code to rotate buldings got in) still the same results.
Btw gonna throw together a thread regarding NTAI / linux later in linux forum.
Cause looking @ thread for .deb package for spring
Looking here & i think this also spread to a few other threads plus possible an email / PM is completey unnesscary fragmented dicussion on gettin bot to work under linux.
Hell even R.txt R1.txt R2.txt are still not changed for latest buildtress for XTAPE. They should be r.txt r1.txt r2.txt.
i tried out your code idea in .deb thread
& i also tried it out for the svn tagged released for 72.b1 (before the code to rotate buldings got in) still the same results.
Btw gonna throw together a thread regarding NTAI / linux later in linux forum.
Cause looking @ thread for .deb package for spring
Looking here & i think this also spread to a few other threads plus possible an email / PM is completey unnesscary fragmented dicussion on gettin bot to work under linux.
Hell even R.txt R1.txt R2.txt are still not changed for latest buildtress for XTAPE. They should be r.txt r1.txt r2.txt.
A few bits of twiddling got em the same results.
For that I've eliminated FBuild() in favor of using CBuild() and that worked. Also passing 4 parameters through CBuild has no effect on 0.71b1 so it should be able to sue 0.72 code too.
That and I eliminated a few minor bugs and optimized one or two bits here and there. I'll post the new source later.
For that I've eliminated FBuild() in favor of using CBuild() and that worked. Also passing 4 parameters through CBuild has no effect on 0.71b1 so it should be able to sue 0.72 code too.
That and I eliminated a few minor bugs and optimized one or two bits here and there. I'll post the new source later.
the berlios svn and the spring svn are the same.
The latest code released is RC20 which attempts to fix few things for linux. I have RC21 here but lindir keeps reporting issues with the anti stall algorithm, and I've lost my main net connection on my own computer making svn access extremely awkward. As a result I'm considering removing NTai completely from the svn until svn access is more feasible (and I manage to figure out how to configure tortoise svn and commit...).
The latest code released is RC20 which attempts to fix few things for linux. I have RC21 here but lindir keeps reporting issues with the anti stall algorithm, and I've lost my main net connection on my own computer making svn access extremely awkward. As a result I'm considering removing NTai completely from the svn until svn access is more feasible (and I manage to figure out how to configure tortoise svn and commit...).
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
I assume this is already a known bug, but just to make sure,
In AA with RC20, NTai refuses to build suficient energy sources. It will build 1-2 solars near it's start point, then build no further e sources, causing it to e stall the entire game. Both with the stock version and the H mutator, this is on non-metal maps.
In AA with RC20, NTai refuses to build suficient energy sources. It will build 1-2 solars near it's start point, then build no further e sources, causing it to e stall the entire game. Both with the stock version and the H mutator, this is on non-metal maps.
That's a symptom of a disease known as autoconfigia nonexistia.
NTai gets this while playing AA and reverts to the default build tree, which is generic, and doesn't fit in with AA completely. This is a symptom of having values designed to work for the majority and they need optimizing.
However I fell a cure may be on the horizon in the form of the elusive AA buildtree but that's something we'll have to wait and see about.
NTai gets this while playing AA and reverts to the default build tree, which is generic, and doesn't fit in with AA completely. This is a symptom of having values designed to work for the majority and they need optimizing.
However I fell a cure may be on the horizon in the form of the elusive AA buildtree but that's something we'll have to wait and see about.
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- Posts: 501
- Joined: 18 May 2006, 21:19
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09