KAI 0.23 unoficial

KAI 0.23 unoficial

Here is where ideas can be collected for the skirmish AI in development

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Viktor
Spring Developer
Posts: 19
Joined: 21 Jun 2007, 22:22

KAI 0.23 unoficial

Post by Viktor »

New KAI is released
Changes in this version:
-Added save/load support (now it is only AI that support save/load)
this means that ai can save it's state to savegame
-Fixed errors in attack handler
-Added support for radars, sonars and jammers
-Added support for nukes/antinukes
-Added support for shields
-Many changes in building
-Fixed bugs
and other changes
Viktor
Spring Developer
Posts: 19
Joined: 21 Jun 2007, 22:22

Post by Viktor »

Last edited by Viktor on 23 Jul 2007, 18:22, edited 1 time in total.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

Any particular reason you renamed the KAI directory to 0.2 instead of to 0.23? ;)
Viktor
Spring Developer
Posts: 19
Joined: 21 Jun 2007, 22:22

Post by Viktor »

Kloot wrote:Any particular reason you renamed the KAI directory to 0.2 instead of to 0.23? ;)
To not rename it every release
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Post by BrainDamage »

thanks victor, where is the source code to compile?

if it is in the svn, wich revision should i get?
Viktor
Spring Developer
Posts: 19
Joined: 21 Jun 2007, 22:22

Post by Viktor »

Brain Damage wrote:thanks victor, where is the source code to compile?

if it is in the svn, wich revision should i get?
In SVN revision 3993
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BrainDamage
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Post by BrainDamage »

thank a lot again!

this is a linux build of KAI-0.23
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Agon
Posts: 527
Joined: 16 May 2007, 18:33

Post by Agon »

@Brain Damage: Which architecture has the build x86 or x86_x64?
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BrainDamage
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Joined: 25 Sep 2006, 13:56

Post by BrainDamage »

sorry, i forgot to specify

x86_i586 build
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Post by YokoZar »

Brain Damage wrote:thank a lot again!

this is a linux build of KAI-0.23
Thank you, I'm going to test this out soon.

I might even include newer KAI in the Ubuntu packages, or perhaps in a different spring-ai subpackage since it's compiled separately.
Masoka
Posts: 2
Joined: 14 Jul 2006, 09:04

Post by Masoka »

I've tested this AI on nations_beta 1 and I notice a huge amount of lag. Like the game was pausing and unpausing every second. Made it next to impossible to play. I'm wondering if it was the size of the map that did it. Nations is **huge**.
Viktor
Spring Developer
Posts: 19
Joined: 21 Jun 2007, 22:22

Post by Viktor »

Masoka wrote:I've tested this AI on nations_beta 1 and I notice a huge amount of lag. Like the game was pausing and unpausing every second. Made it next to impossible to play. I'm wondering if it was the size of the map that did it. Nations is **huge**.
I have tested KAI on 20x20 maps(4 KAIs). What size of Nations?
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Post by Noruas »

Is it just me or does the Ai like rushing tech 2 in xta, and sit for 30 minutes to build the first factory, gah!
Viktor
Spring Developer
Posts: 19
Joined: 21 Jun 2007, 22:22

Post by Viktor »

Noruas wrote:Is it just me or does the Ai like rushing tech 2 in xta, and sit for 30 minutes to build the first factory, gah!
On what map and mod?
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

XTA(released with spring - Basicly any land map)
It isn't willing to be lvl 1 metal extractors, as a result it tried to build what it needed for a mono-extractor.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

the AI just seems to have lost its old intelligence in selecting buildings. for me it made lots of LLTS then metal and energy stalled. the commander wouldnt make mex's but conbots occasionally would.
Viktor
Spring Developer
Posts: 19
Joined: 21 Jun 2007, 22:22

Post by Viktor »

New KAI released: KAI 0.23 bugfix 1
Changes:
-Fixed metal extractor building on some mods.
-Fixed bugs in mex upgrading(now works).
-Compiled for 0.75b2

KAI 0.23 bugfix 1
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

will try asap
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the-middleman
Posts: 190
Joined: 24 Jul 2007, 12:18

Post by the-middleman »

Its working now...however this AI still makes my game lag like hell. The AI builds large groups of units and then gets them stuck in its on base. You can nuke them and the game will run fine again. Sometimes I even have to nuke my allies. However with the new version the AI uses antinukes and now its truly fucked. To bad cause I actually like playing agianst this AI...
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

also, it still dosnt like mex's very much, and tends to just porc into a corner. KAI 0.12 currently takes this to school at every mod. it would be nice to get Kloots KAI hub support in this so it can play EE too.
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