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AAI Update
Posted: 17 Nov 2005, 00:45
by submarine
The good news are:
I fixed a lot of bugs the last week and AAI currently runs almost without crashes. Zaphod and "hrmph" had the opportunity to test it and it didnt report any crashes either.
The bad news:
i#going to visit my girlfirend for 6 days, so i'll most likely dont have time to work on the ai the next days. nethertheless exspect the first public release soon
Below are some pictures on comet catcher of aai vs ntai...
(ended in defeat of ntai :) )

Posted: 17 Nov 2005, 06:42
by GrOuNd_ZeRo
I like any AI that can kill NTAI
I'm kidding but it is nice to have an AI that can do some damage.
Will this AI be compatible with non-OTA based mods?/TC's?
Posted: 17 Nov 2005, 12:56
by Doomweaver
I want reflective texture.

Posted: 17 Nov 2005, 13:09
by SwiftSpear
Doomweaver wrote:I want reflective texture.

Which is relevent to AI's how?
Posted: 17 Nov 2005, 13:30
by Slamoid
GrOuNd_ZeRo wrote:Will this AI be compatible with non-OTA based mods?/TC's?
Yes. This AI will learn about the units in any mod. on it's own. no external files needed. Dear god make it released soon. Sub, PLEASE do us a favor and let first release build water stuff... PLEASE.
Posted: 17 Nov 2005, 20:10
by AF
NTAI was balanced for maps with more metal, for interfaces that worked. Nice to see somethign capable of attacking without recieving incorrect information though. Lets hope you get back early ^_^
Posted: 17 Nov 2005, 22:54
by hrmph
This AI is looking/playing great already! Very stable too, even games with 3 AIs running at speed 10 for a long long time did not crash. I can hardly wait to play future releases

Posted: 18 Nov 2005, 02:36
by krogothe
Its looking awesome Sub! Me and you had a lot of same ideas, i was planning to cluster powerplants for my AI as well! (in packs of 4 however)
Posted: 18 Nov 2005, 11:26
by submarine
hello from hungary :)
i currently dont plan to implement support for watermaps, i think its more important to make the game work on "normal" ground maps first and then add support for other maps (metal maps, water maps, maps without connection between starting locations etc) later.
@krogothe:
have a look at my code, you can porbably use some parts of it...
Posted: 18 Nov 2005, 20:11
by AF
submarine, keepin mind that if your AI considers all factories it cna build then it'll have water support inbuilt so you neednt focus on ti at all.
Posted: 18 Nov 2005, 21:31
by submarine
it splits up factories in water and ground based factories; anyway the ai would have to detect if its a water only, ground/water mixed, ground only map etc.
Posted: 18 Nov 2005, 23:06
by daraknor
I am going to try and write a little mini application soon to dump unit data to a speadsheet (tab delimited probably) and then parse that.. I would consider this a hint vs for learning about units and I may extend the app to lmake generalizations.
Posted: 19 Nov 2005, 00:32
by HiEnergy
hrmph wrote:This AI is looking/playing great already! Very stable too, even games with 3 AIs running at speed 10 for a long long time did not crash. I can hardly wait to play future releases

Where did you download the AAI for testing it?
I did not see it on FU...
Posted: 19 Nov 2005, 00:43
by submarine
he asked me via spring client and i mailed it to him...
Posted: 19 Nov 2005, 03:47
by Maelstrom
Daraknor, if you want a program that loads in unit FBI files, I already wrote one. It loads FBI files into excel for you. If you played around with the macro's, you could easily get it to do what you want.
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2596
If you dont know how to use macro's, I could probably help you mod it for whatever it is that you want it to do.
Posted: 19 Nov 2005, 14:13
by krogothe
Cant you just get from unitdef and save it straight away instead of parsing a load of stuff?
Posted: 19 Nov 2005, 17:36
by AF
Or better yet, no saving or loading at all, use the already loaded version the engine provides you with.
Afterral what fit he mdo is rebalanced? It'd be more expensive to laod the files then chekc them than it would be to regenerate the stats.