Page 5 of 7
Posted: 12 Mar 2006, 23:18
by submarine
yeah thats surely related to that rounding related crashbug, happens on some maps, but if it happens it will happen all the time...
Posted: 12 Mar 2006, 23:19
by Egarwaen
submarine wrote:yeah thats surely related to that rounding related crashbug, happens on some maps, but if it happens it will happen all the time...
Fixed in the new version?
Posted: 13 Mar 2006, 01:54
by FizWizz
may I ask that a Max_Factories and Max_Factories_Per_Type parameter be added to AAI in the next version? Some mods like WD and AA -F work a lot better if you build multiple factories of the same type.
Posted: 22 Mar 2006, 00:26
by QMan
Question for you submarine:
Do you public code for the BuildTable file generation, or your own code? If you use public code, can you point me to where you found it?
Thanks!
-QMan
Posted: 22 Mar 2006, 15:19
by Soulless1
I'd just like to say that this AI rocks (I've been watching it for a while

) but it makes me cry with it's constant crashing - even on 'green comet basic'!
Actually come to think of it, you probably know all this already and just want people to be patient while you fix it, right?
/never mind

Posted: 22 Mar 2006, 17:53
by submarine
im sorry that there are so many crash bugs in aai 0.55... i fixed some of them and at least im having relativly stable games now. i hope other ppl will not be suffering from crashbugs anymore after the next release as well
@qman:
all parts of aai except metal spot class (based on krogothe) have been completly written by myself
Posted: 30 Mar 2006, 11:51
by mecha
hows things going with this? Looking forward to the awesome performance of .52 without the crashes of .55 sometime in the future!
Posted: 30 Mar 2006, 12:12
by submarine
im more or less done with 0.6; it seems to be a lot more stable than 0.55
im currently testing and tweaking water support and ressource management, after that i think i'll release it
Posted: 30 Mar 2006, 18:40
by BvDorp
Any changelog?
Will the new version be more agressive, like other AI's, or just smarter?
Would love to be beaten by it!

Posted: 30 Mar 2006, 19:03
by submarine
i doubt it will be much more aggressive since i didnt change something in the current attack code. it would take some more weeks to improve and test that so i think its better to release a more stable version with water support first
edit: (current changelog)
AAI v0.60: (AAI's folder structure changed as well as all cache/learning files - i heavily recommend deleting old AAI versions before installing AAI 0.60)
- Experimental water map support, view FAQ for more details
- Changed buildtable: Hover crafts got their own category (no longer part of ground units) and several code cleanups to optimize speed
- AAI remembers which usefulness of different assault categories and orders further combat units based on that (i hope this will especially help adjusting the amount of land, hover and sea units aai uses on a mixed land/water map)
- Added support for stationary artillery (e.g. berthas) (added MAX_STAT_ARTY statement to mod cfg)
- Added support for air repair pads (added MAX_AIR_BASE statement to mod cfg)
- Builder selection improved, AAI now uses closest idle builder
- Improved/Fixed several mod cfg files
- Improved ressource management a bit
- Fixed a few crashbugs
- Fixed various smaller issues/bugs
Posted: 30 Mar 2006, 19:55
by FizWizz
Max_Factories and Max_Factories_Per_Type parameters?
Posted: 30 Mar 2006, 20:48
by submarine
i introduced them in the config files. but it has not been implemented ingame yet. however i want to do that before the next release
i just have to figure out a good way to determine necessity (compared to the costs) to avoid aai from spending too much ressources on factories
Posted: 31 Mar 2006, 01:32
by submarine
- several factories of the same type have been implemented :)
new water support (still a bit buggy):
long range artillery and multiple gfactories of the same type:

Posted: 31 Mar 2006, 03:26
by Argh
Will it work with NanoBlobs 0.34b?
Posted: 31 Mar 2006, 03:38
by FLOZi
Any chance of support for AATA's geo-based airpits?

Posted: 31 Mar 2006, 11:37
by submarine
@argh:
i never played nanoblobs but afaik it uses a different tech tree like unit building other units. aai cannot support that atm, since its a rarely used feature (and ntai seems to perform well with nano blobs) i dont want to rewrite things because of one mod
@flozi:
in theory yes, aai doesnt build geos at all atm but this should be possible. however, i dont like that geo-airfield buidling at all - a lot of maps dont have geo spots or not enough to build all those different factories
couldnt you just drop that?
Posted: 31 Mar 2006, 11:44
by FLOZi
There are now only 2 factories. (Or there will be) The idea behind the Geo-airfields is to inhibit the number of aircraft in a given game. Of course, in TA you could put multiple factories on one geo, so the multiple factories wasn't so much of an issue. It also allows the possibility of a non-air game, should you want to, simply by picking a geo-less map.
Posted: 31 Mar 2006, 19:34
by IMSabbel
Or you could play an aircraft less game on _any_ map by not allowing aircraft factories....
Posted: 31 Mar 2006, 20:30
by AF
Submarine, units building units isnt as hard as you think.
If you have a factory building unit build function and a unit building stationary then for unit building untis just use the units building stationary routine, but add a check so that it doesnt leave black spaces on your building algorithm setup.
And how are you doing long range Artillery, back a few months ago when I added it to NTAI, I made it just search for the highest value in weapons range and reevaluated the target every 16 seconds...
Posted: 31 Mar 2006, 21:34
by submarine
what do mean by "how" - how they are placed? well nothing special, aai just looks for a sector (iirc it chooses highest position it can get) and build it there
stat arty has low priority and will not start before at least 2 factories have been finished (which is automatically the case in aa)