TA3D 0.4.1 TEST 6
- zuzuf
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TA3D 0.4.1 TEST 6
This is the first release with A.I. !!! Of course it's a test release since AI code needs testing -> Ok it's not perfect, not hard, I know that, what I want to know is how it interacts with the rest of the engine, does it freeze the game (It happened to me once, but didn't crash), does it crash in some strange configuration, ...
Also bombers weren't dropping their bombs at all, now it should be fixed.
have fun:
TA3D 0.4.1 TEST 6
Also bombers weren't dropping their bombs at all, now it should be fixed.
have fun:
TA3D 0.4.1 TEST 6
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- zuzuf
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AI is a state machine so its behaviour depends on everything the game has loaded, so try to figure out what is making it behaving the wrong way. For now it should build a base starting with resources generators. Then he will build what he needs to make an army if he thinks he need to (if you're making units).
Also I didn't test AI with mods, so I don't know how it works with mods, it should read the set of units it can build and deal with that like it would do with normal units, but I "balanced" AI behaviour for CORE, so it might not play as good as expected with mods.
keep testing, I have to leave now
Also I didn't test AI with mods, so I don't know how it works with mods, it should read the set of units it can build and deal with that like it would do with normal units, but I "balanced" AI behaviour for CORE, so it might not play as good as expected with mods.
keep testing, I have to leave now
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- Balthazar
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I`ve tested it with different resource variations.
The only unit that can attack - commander.
The only unit that can be attacked - commander.
So no building, no land can be attacked - just enemy commander. AI still builds solar panels and sometimes wind generators. Well, something need to be redone here...
The only unit that can attack - commander.
The only unit that can be attacked - commander.
So no building, no land can be attacked - just enemy commander. AI still builds solar panels and sometimes wind generators. Well, something need to be redone here...
- zuzuf
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yeah I've already seen this selection but only with the windows version, and it seems to do this only some times. This must be linked to the GUI system since the cursor behaves as if it was on GUI, if you click the order button and go to the order menu, you'll get the normal behavior again.
You'll be happy to know I've fixed the attack bug, it was due to some error in the code I changed to make bombers work again. Also compilation problems with Allegro 4.2.0 are fixed.
But on my PC the AI is behaving the expected way ...
I'll add some logging system for the AI code, so you can send me data telling how it's doing.
You'll be happy to know I've fixed the attack bug, it was due to some error in the code I changed to make bombers work again. Also compilation problems with Allegro 4.2.0 are fixed.
But on my PC the AI is behaving the expected way ...
I'll add some logging system for the AI code, so you can send me data telling how it's doing.
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- zuzuf
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Yes,
currently I am some code thread safe ( I noticed the game could freeze during battles, so I am adding the locking mechanism to the UNIT class so locking will be done by UNIT elements (one unit) instead of INGAME_UNITS (all the units at the same times). So it should also be possible to increase engine speed on multi CPU systems that way.
currently I am some code thread safe ( I noticed the game could freeze during battles, so I am adding the locking mechanism to the UNIT class so locking will be done by UNIT elements (one unit) instead of INGAME_UNITS (all the units at the same times). So it should also be possible to increase engine speed on multi CPU systems that way.
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- Balthazar
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I see Will wait till next release, before testing, since can`t even attack
Also, maybe you shuld think about some function that will calculate effectivness of unit to specify it`s weight for AI to use, depending map size and type.
So using different mods AI will not be confused with new different units and could use the more effective ones. Also external unit weight files should be supported for AI tweaking.
Also, maybe you shuld think about some function that will calculate effectivness of unit to specify it`s weight for AI to use, depending map size and type.
So using different mods AI will not be confused with new different units and could use the more effective ones. Also external unit weight files should be supported for AI tweaking.
- zuzuf
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hm, strange, I'll test on other machines when I'll be back home. On my dev computer it just works, I can play games against AI player(s), it only reveals that unit moving code isn't perfect since some units can still get blocked (I think this might be because of path simplification code that doesn't check enough things)
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