NTAI 0.28.10 final
Posted: 11 Nov 2005, 20:49
edit::
NTAI 0.28.10+ Installer
Download here
Either downlaod the above ro add the fodler MEXCACHE to your AI fodler to get NTAI working. (PS: The above has a few additions and changes, including a hidden golden egg you wont fidn in the source code. Mex spot choices are also mroe efficient and the AI will expand more.)
This is gonna be a big list of changelog...
Changelog from 0.27:
Mynn support
Xect support
TLL support
Arm support
Rhyoss support
Fixed attack code
counter attacking
Vastly improoved build tree
Fixed mex class (UW mex spots & scouting)
Missile Silos can stockpile and fire
Con unit stalling nearly eradicated
Ever increasing attack group sizes.
Ressurection and reclaimation
New task system
High trajectory support
Roam versus maneouvre support
Blobs showing what a unti is doing
Command blobs are scaled to the size of the unit
UW techtree additions
Better choice between solars and wind gens
NTAI 0.27
I release this as a midway between 0.26 and 0.3, aswell as to provide an alternative to JCAI. With many needed tweaks and improovements, aswell as much demanded thigns which werent too hard to add.
Download It Here
NOTE:: If you downlaoded within 4 hours of this and are one of the initial 14 downlaoders, redownlaod, as there are fixes and improovements I made. Gnome/storm could you delete old NTAI 0.27 entry at fileuniverse?
Changelog:
- '.Verbose' command toggles the output log to the infoconsole.
- Improved scouting
- Water map support
- Numerous Optimisations and stability improovements.
- Units dont go further than they have to to build a mex anymore..
- Expanded build trees
- Krogoths
- Initimidators/nuke silos/ EMP missile launchers
- Doomsday machines/ Punishers/ Flak/ toasters
- Builds Moho Metal Extractors
- AI builds radar and sonar jamming units
- Aircraft and Vehicles
- One or two amphibious units
- Mobile radar & flak units
- Improoved attack system
- Attack groups are far less likely to sit doing nothing in the middle of the AI's base.
- Distances are set by how hard it is to get somewhere rather than the direct distance
- Construction projects are put on hold if they're absurd, such as a krogoth gantry being started while in nanostall
- The overflow lag error should be 80% less likely to occur (engine bug still not fixed)
- smaller html logfiles
- Reduced the risk of fluke metal extractor placement
- Generic Core only support for all OTA based mods with (AA, UH, XTA, OTA, KuroTA)
A water build tree has been added. The AI can now attack scout and build a base using water units, and will do both water and land if on a mixed map. The construction system has had a few changes to ready it for the next step up to 0.3, but I may release a version 0.28 specifically for other mods if there's a big enough demand and you dont mind waiting a little
longer for 0.3, I could change it so that it laoded all the build trees from a mass of files int the form of unitname.txt.
NTAI 0.3 wishlist
I've been researching and taking lots of opinions from people and asking questions and so I have a good idea what people think is a priority now.
- Universal mod support -
Any mod any version, instantaneous support with no config files at all.
- Intelligent build decisions
As a side effect of unviersal mod support, I'll have to have more intelligent building choices than a hardcoded build tree, such as selecting resources if they're needed, or building res storage or defences.
- Basic unit effectiveness learning -
Counter to AAI, simple to implement once the above is taken care of.
- Voronoi based pathing -
I've gone through gabbas research and I'm going to implement basic voronai generation code and key it into the pathfinding itnerface for NTAI, basic things such as going over the mountains on small divide, choosing areas to take that give the worst possible disadvantage to the enemy, aswell as more intuitive scouting. It'll also let NTAI lay minefields, and I anticipate I'll need a '.mines' switch
- Replacement building placement algorithm -
Letting NTAI play on maps that crash as soon as the game starts with an engine crash, such as small divide and acid foursome. An algorithm exists but causes immense game lag.
If there are any minor things you think the AI needs for 0.3 that arent very labour intensive then I'll be starting a wishlist thread. This doesnt include the commander D-Gunning, as I can see how veylon did it in OTAI, and I shall experiment with it.
The only errors that impede NTAI at the moment that I am aware of are caused by engine problems. For example units may cease functioning and not follow the commands NTAI gives them. Such as voodoos and finks dropping out fo the sky and landing when they reach a mex point instead of moving onto the next position that NTAI has assigned them. Or units getting trapped in factories, most notably freakers. You can reproduce this bug by building a factory in the middle of a crowded forest with a con airplane then build things with it, then they get stuck and the bug occurs. I do have a solution that fixes this error and rpevents it happenign at all in NTAI to soem extent but it lags the game immensly making NTAI almost unplayable, so for now I have a temporary fix that doesnt affect gamespeed but wont catch all possible occurances. If you incurr this error during an AI game or a multiplayer game either take manual control fo the unti usign fps mode and move it out manually and the lag should dissapear, or self destruct the factory its stuck in.
NTAI 0.28.10+ Installer
Download here
Either downlaod the above ro add the fodler MEXCACHE to your AI fodler to get NTAI working. (PS: The above has a few additions and changes, including a hidden golden egg you wont fidn in the source code. Mex spot choices are also mroe efficient and the AI will expand more.)
This is gonna be a big list of changelog...
Changelog from 0.27:
Mynn support
Xect support
TLL support
Arm support
Rhyoss support
Fixed attack code
counter attacking
Vastly improoved build tree
Fixed mex class (UW mex spots & scouting)
Missile Silos can stockpile and fire
Con unit stalling nearly eradicated
Ever increasing attack group sizes.
Ressurection and reclaimation
New task system
High trajectory support
Roam versus maneouvre support
Blobs showing what a unti is doing
Command blobs are scaled to the size of the unit
UW techtree additions
Better choice between solars and wind gens
NTAI 0.27
I release this as a midway between 0.26 and 0.3, aswell as to provide an alternative to JCAI. With many needed tweaks and improovements, aswell as much demanded thigns which werent too hard to add.
Download It Here
NOTE:: If you downlaoded within 4 hours of this and are one of the initial 14 downlaoders, redownlaod, as there are fixes and improovements I made. Gnome/storm could you delete old NTAI 0.27 entry at fileuniverse?
Changelog:
- '.Verbose' command toggles the output log to the infoconsole.
- Improved scouting
- Water map support
- Numerous Optimisations and stability improovements.
- Units dont go further than they have to to build a mex anymore..
- Expanded build trees
- Krogoths
- Initimidators/nuke silos/ EMP missile launchers
- Doomsday machines/ Punishers/ Flak/ toasters
- Builds Moho Metal Extractors
- AI builds radar and sonar jamming units
- Aircraft and Vehicles
- One or two amphibious units
- Mobile radar & flak units
- Improoved attack system
- Attack groups are far less likely to sit doing nothing in the middle of the AI's base.
- Distances are set by how hard it is to get somewhere rather than the direct distance
- Construction projects are put on hold if they're absurd, such as a krogoth gantry being started while in nanostall
- The overflow lag error should be 80% less likely to occur (engine bug still not fixed)
- smaller html logfiles
- Reduced the risk of fluke metal extractor placement
- Generic Core only support for all OTA based mods with (AA, UH, XTA, OTA, KuroTA)
A water build tree has been added. The AI can now attack scout and build a base using water units, and will do both water and land if on a mixed map. The construction system has had a few changes to ready it for the next step up to 0.3, but I may release a version 0.28 specifically for other mods if there's a big enough demand and you dont mind waiting a little
longer for 0.3, I could change it so that it laoded all the build trees from a mass of files int the form of unitname.txt.
NTAI 0.3 wishlist
I've been researching and taking lots of opinions from people and asking questions and so I have a good idea what people think is a priority now.
- Universal mod support -
Any mod any version, instantaneous support with no config files at all.
- Intelligent build decisions
As a side effect of unviersal mod support, I'll have to have more intelligent building choices than a hardcoded build tree, such as selecting resources if they're needed, or building res storage or defences.
- Basic unit effectiveness learning -
Counter to AAI, simple to implement once the above is taken care of.
- Voronoi based pathing -
I've gone through gabbas research and I'm going to implement basic voronai generation code and key it into the pathfinding itnerface for NTAI, basic things such as going over the mountains on small divide, choosing areas to take that give the worst possible disadvantage to the enemy, aswell as more intuitive scouting. It'll also let NTAI lay minefields, and I anticipate I'll need a '.mines' switch
- Replacement building placement algorithm -
Letting NTAI play on maps that crash as soon as the game starts with an engine crash, such as small divide and acid foursome. An algorithm exists but causes immense game lag.
If there are any minor things you think the AI needs for 0.3 that arent very labour intensive then I'll be starting a wishlist thread. This doesnt include the commander D-Gunning, as I can see how veylon did it in OTAI, and I shall experiment with it.
The only errors that impede NTAI at the moment that I am aware of are caused by engine problems. For example units may cease functioning and not follow the commands NTAI gives them. Such as voodoos and finks dropping out fo the sky and landing when they reach a mex point instead of moving onto the next position that NTAI has assigned them. Or units getting trapped in factories, most notably freakers. You can reproduce this bug by building a factory in the middle of a crowded forest with a con airplane then build things with it, then they get stuck and the bug occurs. I do have a solution that fixes this error and rpevents it happenign at all in NTAI to soem extent but it lags the game immensly making NTAI almost unplayable, so for now I have a temporary fix that doesnt affect gamespeed but wont catch all possible occurances. If you incurr this error during an AI game or a multiplayer game either take manual control fo the unti usign fps mode and move it out manually and the lag should dissapear, or self destruct the factory its stuck in.