AAI 0.83 committed to SVN

AAI 0.83 committed to SVN

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

Post Reply
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

AAI 0.83 committed to SVN

Post by submarine »

I#ve committed latest AAI source to SVN. Due to some interface changes there wont be a binary release for 0.75b2; however you can download latest spring svn installer if you want to try it out.

http://buildbot.no-ip.org/~buildbot/spr ... vn4616.exe

Remember to keep your 0.75b2 install to be able to play online...

edit: I forgot to mention that you should connect to buildbot.no-ip.org lobby server instead of default one (since it will refuse any other version but 0.75b2)


Changelog AAI v0.83:

- Completly redone defence building placement (AAI will now take terrain into account as well as already existing defences) It should give much better results now especially on maps that dont have rather flat terrain

- AAI will take allied structures into account when looking for rally points for its combat units (helps to better prevent AAI from blocking allied bases with its units)

- Different instances of AAI now share several kind of map information (saves ram space) and do not expand to sectors occupied by allied AAIs anymore

- Added ATTACKERS keyword to mod cfg file to force AAI to use specified units as combat units despite all other capabilities of the unit (e.g. buildoptions) (implemented by Yuritch)

- Resurrectors now may ressurect corpses instead of reclaiming them (however ressurectors chase newly resurrected units trying to repair them - needs some work) (implemented by Yuritch)

- Improved mex and power plant building rules a bit

- Fixed a few potential crash bugs
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

AAI doesn't play PURE worth a gosh-darn. The Commander just sucks up a few Trees and then sits there, doing nothing. Do you want to see the latest build of PURE and try to figure this one out? The game's OTA-like enough that this should not be happening, unlike NanoBlobs...
User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

I've seen such AAI behaviour before. It happens when the area of the map near the start position isn't flat enough to place a building. If your mod has buildings with large footprints and the map is bumpy, this can easily happen.
Another cause can be AAI placing your buildings into wrong categories. For example, if the mex also produces energy, it won't be considered a powerplant and so won't get built when a powerplant is required. Look in AI\aai\log\<name of your mod>_buildtable.txt to see which categories your units were put into.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

It assigned the Miner as a metal extractor, and the Fusion as a Power Generator... it's probably the sizes of the factories (in PURE, they're fairly big).

I'll try a big flat map and see if this solves the problem.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Tried it on Eurogreen- no good, still same behavior.
User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

Try Comet Catcher (or some of its remakes like Green Comet). Those maps have a lot of flat space near start positions, I've never had AAI not building problems on them.
Also, is the commander (or whatever the starting unit is) classified as Builder in the buildtable.txt?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

The latest SVN build of AAI seems to be compatible with PURE's latest build, after some tweaks, although I'll now have to test extensively to see how well it works.
Post Reply

Return to “AI”