Page 1 of 2
KAI 0.23 unoficial
Posted: 17 Jul 2007, 17:53
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
Posted: 17 Jul 2007, 17:53
by Viktor
Posted: 17 Jul 2007, 18:07
by Kloot
Any particular reason you renamed the KAI directory to 0.2 instead of to 0.23?

Posted: 17 Jul 2007, 18:12
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
Posted: 17 Jul 2007, 18:17
by BrainDamage
thanks victor, where is the source code to compile?
if it is in the svn, wich revision should i get?
Posted: 17 Jul 2007, 18:19
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
Posted: 17 Jul 2007, 18:35
by BrainDamage
thank a lot again!
this is a
linux build of KAI-0.23
Posted: 17 Jul 2007, 21:53
by Agon
@Brain Damage: Which architecture has the build x86 or x86_x64?
Posted: 17 Jul 2007, 21:56
by BrainDamage
sorry, i forgot to specify
x86_i586 build
Posted: 19 Jul 2007, 01:17
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.
Posted: 19 Jul 2007, 14:50
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**.
Posted: 19 Jul 2007, 17:56
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?
Posted: 19 Jul 2007, 18:54
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!
Posted: 19 Jul 2007, 20:34
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?
Posted: 19 Jul 2007, 23:27
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.
Posted: 21 Jul 2007, 11:28
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.
Posted: 23 Jul 2007, 18:22
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
Posted: 23 Jul 2007, 22:24
by 1v0ry_k1ng
will try asap
Posted: 24 Jul 2007, 12:23
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...
Posted: 24 Jul 2007, 17:51
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.