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Posted: 19 Mar 2007, 22:27
by AF
Do they stop working when units start attacking? Or is there no pattern at all?
Posted: 19 Mar 2007, 22:30
by DJ
there seems to be very little pattern to it, would a replay help?
Posted: 19 Mar 2007, 22:45
by AF
In the past whn I've suffered this problem it usually happens at the same time the units I forced it to move reach the enemy and start attacking, e.g. flamer bot is being attacked, same time all yy units stopped. I thought I'd fixed that but can you just verify it?
And is it attacking?
Posted: 19 Mar 2007, 23:15
by AF
XE9.62
I muddled around some more with the build algorithm.
Posted: 19 Mar 2007, 23:27
by DJ
hmmm
good news:- spacing now works
bad news:- it will only build along an axis drawn from the top left to the bottom right. By this i mean by the time it's built 5 buildings it has literally placed them in the bottom right. I realise this explanation is pants but i can't really think of a better way to explain it
Posted: 19 Mar 2007, 23:29
by AF
screens?
Posted: 19 Mar 2007, 23:32
by AF
nm I made a mistake sorry
Posted: 19 Mar 2007, 23:35
by AF
Posted: 19 Mar 2007, 23:50
by DJ
ok now it behaves the same as it did before, except for the fact it draws pee wees everywhere of course, screenshot in the post
Posted: 20 Mar 2007, 00:04
by AF
Posted: 20 Mar 2007, 00:27
by DJ
ok, definitely made progress, spacing seems to be sorted now. Only problem is the vehicle labs shutting down. Sending you a replay
Posted: 20 Mar 2007, 00:52
by AF
Code: Select all
else if(message.GetType() == string("unitdestroyed")){
if(G->UnitDefHelper->IsMobile(ud)==false){
G->BuildingPlacer->UnBlock(G->GetUnitPos(uid),ud);
}
this->valid = false;
return;
}
This if statement is missing a check, as a result if one unit dies, all untis recieve this message and execute the termination routine regardles sof wether they're the unit that died or not.
XE9.65 in a minute
Posted: 20 Mar 2007, 00:59
by AF
Posted: 20 Mar 2007, 14:50
by DJ
Looks loads better, still some issues with spacing appearing later in the game and its difficult to tell why. Also attacking seems to work but only partially. Some units will go to the attck point but the majority never leave the vehicle plant. I'll send you the replay and some screen shots.
On the plus side though even with a very simple config NTai infested half the map very very quickly, if it actually used the attacking units properly it would be a very strong AI indeed.
Posted: 20 Mar 2007, 16:53
by AF
mwha my AI is the oldest spring AI in town you think I'd have learnt howto make them kick ass by now ^_^, it's all in the amount of effort put into the config and the skill the config builder has in playing the game.
Demo files arent really of any sue to me what with the driver issue. Does NTai move its attack units?
Posted: 20 Mar 2007, 17:14
by DJ
I can't really be more helpfull than to say it move some. Around 80% remain next to the vehicle lab. With the remaining spacing issues my CPU got a bit bogged down as units were getting jammed up but even when there was a building being attacked close to the groups of troops they didn't move.
I don't know whether you have any map hack implemented but the AI seemed to respond to attacks rather than launch them... If you can give me some tests you'd like run i will run them but its hard to be precise as to what is happening as it seems quite random...
Posted: 20 Mar 2007, 17:22
by tombom
DJ wrote:
I don't know whether you have any map hack implemented but the AI seemed to respond to attacks rather than launch them... If you can give me some tests you'd like run i will run them but its hard to be precise as to what is happening as it seems quite random...
Yeah, I noticed this. It never scouts at all.
Posted: 20 Mar 2007, 17:25
by AF
I've removed grudges incase thats causing the threat matrix to have values such as 0.01 added which is far too small as I've found in the past. I've also made one or two minor changes to the blocking algorithm.
XE9.65A
Posted: 20 Mar 2007, 17:30
by DJ
I think scouting is disabled at the moment, but yeah its a real issue cos it never actually finds a target to attack....
However from my basic testing with the simplest of configs NTai had around 4x the units that RAI had. If it had used those units to attack it would more than likely have won the game and the config only took 5 minutes to build!
Posted: 20 Mar 2007, 17:36
by AF
does XE9.65A start responding if you turn on cheat mode? (.cheat) and what about .cheat and then .aicheat ?