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w00t! Infant Steps!
Posted: 13 Dec 2005, 17:54
by krogothe
Its ugly, its buggy, its crappy BUT its a lot better than the last post if you compare the times and income:
Builds a few cons, and basic resource structures... I can worry about a proper buildtree, attacking etc later
Posted: 13 Dec 2005, 18:21
by AF
^_^ cant wait
Posted: 13 Dec 2005, 18:25
by jcnossen
I like your log messages

Could be the first AOL user AI:
"OMG LOLZ I R T3h pwnzor AI!!"
Randomly going into idiot mode at startup, could be fun :)
Anyway I'll stop hyjacking.
Posted: 13 Dec 2005, 21:15
by krogothe
and heres another on the 20 min mark (dont underestimate the power of 1337 5p35k)

Posted: 13 Dec 2005, 21:18
by AF
Are you building any attack untis at all ro ar you spamming con untis bigtime?
Eitherway I'm switching the mex algorithms deffo as cains core algorithm doesnt detect spots on that map at all.
Posted: 13 Dec 2005, 21:23
by krogothe
No, Im not but then again ill have 316 metal per second to spend on those when i code it...
And yes, youre the third AI Developer to finally agree my metal class is the best metal class ever made for spring in the whole universe

Posted: 13 Dec 2005, 21:41
by AF
no I just think it's more robust. But eitherway that 310 metal will get smaller when you're spending resources on non-metal producing and non buildign untis such as peewees or flashes
Posted: 13 Dec 2005, 22:03
by krogothe
If you dont agree with me tell me a better metalclass you know about (and use it if its better?) so i can switch please...
Posted: 13 Dec 2005, 22:13
by AF
I simply said it was more robust, I never said I agreed or disagreed, just that it was more robust. Please dont dwell on the subject.
Posted: 13 Dec 2005, 22:57
by krogothe

me <3s joo AF
Posted: 13 Dec 2005, 23:00
by AF
You like my cookies? *big hug*
Posted: 13 Dec 2005, 23:05
by krogothe
happy night tonight for me
but seriously now AF, why are you such a nay-sayer??

Posted: 14 Dec 2005, 12:20
by Triaxx2
He's not a naysayer. He's just making a comment. Let it go.
Posted: 14 Dec 2005, 21:40
by jellyman
so what next? Building attacking units? Or extending the resource development to work well for maps with resources that can only be reached by air or water?
You could say TA is about: Building a resource generation capability; defending a resource generation capability, and destroying your opponents resource generation capability. On that basis this AI is 1/3rd the way to being a great ai (take grain of salt now).
Posted: 14 Dec 2005, 22:05
by krogothe
its more like 5% of the way... on a good note that 5% will most likely not need to be changed since a lot of it is final code...
It already builds attacking units, but i have to work on infrastructure now. It took me 2 weeks to build the skeleton and about 2 days to get it from doing almost nothing to expanding at that fast pace. Theres a lot of classes that I need to write that wont do anything yet but will be essential to attacking, defending, debugging etc...
heres more recent pics:
125 flashes in 12 minutes
Kbot Teamwork test:
NTAI + JCAI vs KAI.
JCAI is being attacked on bottom left and NTAI has its base near the top (might have confused between them because of same side & color):
JCAI pretty much dead (you can see comm crater on radar) and NTAI getting attacked:
As you can see its building no defenses, only 2 units and 3 buildings, its pretty raw but its already doing good for what its got
Posted: 14 Dec 2005, 22:34
by AF
It seems I shall have to take matters into my own hands and figure out the perfect build tree myself, granted it'll take a while.
Nice shots.