AAI 0.60 released (win + linux version included)
Posted: 10 Apr 2006, 02:02
Hi @all,
this is the newest version of AAI. A lot of things have changed since AAI 0.55, so please delete any old AAI versions before installing this one.
It's the first version that supports naval units as well. However there are still a lot of issues concerning water maps. First of all AAI might not detct them correctly (so you have to correct it yourself) - have a look at the FAQ for more information on that topic - or AAI stalls because it cannot find a suitable buildsite for a water/ground building. I'll definitly spend more time on that in the future (once the new water renderer has been implemented, hehe *g*)
This is also the first version shipped with a .so file for linux useres (thx to nicke)
I also want to say "thank you very much" to all beta testers who really helped me a lot finding bugs during the last weeks.
Download: AAI 0.60 (win + linux)
http://fileuniverse.com/?p=showitem&ID=2922
Here's the changelog:
AAI v0.60:
(AAI's folder structure changed as well as all cache/learning files - i heavily recommend deleting old AAI versions before installing AAI 0.60)
- Experimental water map support, view FAQ for more details
- Changed buildtable: Hover crafts got their own category (no longer part of ground units) and several code cleanups to optimize speed
- AAI remembers which usefulness of different assault categories and orders further combat units based on that (i hope this will especially help adjusting the amount of land, hover and sea units aai uses on a mixed land/water map)
- Added support for stationary artillery (e.g. berthas) (added MAX_STAT_ARTY statement to mod cfg)
- Added support for several factories of the same type (added MAX_FACTORIES_PER_TYPE statement to mod cfg)
- AAI now defends extractors outside its base up to a certain max dinstace with cheap defence buildings (added MAX_MEX_DEFENCE_DISTANCE statement to mod cfg)
- Builder selection improved, AAI now uses closest idle builde
- AAI now sorts combat units into groups according to their max speed (added UNITS_SPEED_SUBGROUPS statement to mod cfg)
- Improved Air Force handling (added MAX_AIR_GROUP_SIZE, MIN_AIR_SUPPORT_EFFICIENCY statement to mod cfg)
- Improved/Fixed several mod cfg files
- Improved ressource management/AAI will now upgrade extractors to better ones
- Improved defence building selection
- Fixed a bug that crashed game right at the start on certain maps (eg. Battle Holmes) (thx to HiEnergy for reporting this bug)
- Fixed a few crashbugs
- Fixed various smaller issues/bugs
- Extended memory sharing between multiple instances of AAI and fixed a shared memory related crashbug
Download: AAI 0.60 (win + linux)
http://fileuniverse.com/?p=showitem&ID=2922
this is the newest version of AAI. A lot of things have changed since AAI 0.55, so please delete any old AAI versions before installing this one.
It's the first version that supports naval units as well. However there are still a lot of issues concerning water maps. First of all AAI might not detct them correctly (so you have to correct it yourself) - have a look at the FAQ for more information on that topic - or AAI stalls because it cannot find a suitable buildsite for a water/ground building. I'll definitly spend more time on that in the future (once the new water renderer has been implemented, hehe *g*)
This is also the first version shipped with a .so file for linux useres (thx to nicke)
I also want to say "thank you very much" to all beta testers who really helped me a lot finding bugs during the last weeks.
Download: AAI 0.60 (win + linux)
http://fileuniverse.com/?p=showitem&ID=2922
Here's the changelog:
AAI v0.60:
(AAI's folder structure changed as well as all cache/learning files - i heavily recommend deleting old AAI versions before installing AAI 0.60)
- Experimental water map support, view FAQ for more details
- Changed buildtable: Hover crafts got their own category (no longer part of ground units) and several code cleanups to optimize speed
- AAI remembers which usefulness of different assault categories and orders further combat units based on that (i hope this will especially help adjusting the amount of land, hover and sea units aai uses on a mixed land/water map)
- Added support for stationary artillery (e.g. berthas) (added MAX_STAT_ARTY statement to mod cfg)
- Added support for several factories of the same type (added MAX_FACTORIES_PER_TYPE statement to mod cfg)
- AAI now defends extractors outside its base up to a certain max dinstace with cheap defence buildings (added MAX_MEX_DEFENCE_DISTANCE statement to mod cfg)
- Builder selection improved, AAI now uses closest idle builde
- AAI now sorts combat units into groups according to their max speed (added UNITS_SPEED_SUBGROUPS statement to mod cfg)
- Improved Air Force handling (added MAX_AIR_GROUP_SIZE, MIN_AIR_SUPPORT_EFFICIENCY statement to mod cfg)
- Improved/Fixed several mod cfg files
- Improved ressource management/AAI will now upgrade extractors to better ones
- Improved defence building selection
- Fixed a bug that crashed game right at the start on certain maps (eg. Battle Holmes) (thx to HiEnergy for reporting this bug)
- Fixed a few crashbugs
- Fixed various smaller issues/bugs
- Extended memory sharing between multiple instances of AAI and fixed a shared memory related crashbug
Download: AAI 0.60 (win + linux)
http://fileuniverse.com/?p=showitem&ID=2922