Will be trying it out over the weekend !
[3.1+] NullBot: an adaptive skirmish AI
-
cue
- Trained

- Posts: 59
- Joined: 06 Nov 2011, 00:12
Re: [3.1+] NullBot: an adaptive skirmish AI
Good you found that bug, excellent news! 
Will be trying it out over the weekend !
Will be trying it out over the weekend !
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: [3.1+] NullBot: an adaptive skirmish AI
That wasn't a bug. I have no idea when to attack and when to retreat, i think no human does, so i can't teach an AI that. There was just another round of experimental approximation tweaking. Also, not sure how much exactly has changed. In fact, in many cases this change may make the AI loose tanks unnecessarily.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
-
cue
- Trained

- Posts: 59
- Joined: 06 Nov 2011, 00:12
Re: [3.1+] NullBot: an adaptive skirmish AI
Yes, no I meant the bug you describe here . Good thats fixed.
But your right, the AI retreating is a game tweak thing. But im glad you made it more aggressive. Lets see how it behaves.
But your right, the AI retreating is a game tweak thing. But im glad you made it more aggressive. Lets see how it behaves.
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: [3.1+] NullBot: an adaptive skirmish AI
Uhm, that's not fixed lol (: many users of any mod may still encounter it.
I just applied the workaround to my machine (physfs downgrade).
I just applied the workaround to my machine (physfs downgrade).
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
-
cybersphinx
- Inactive

- Posts: 1695
- Joined: 01 Sep 2006, 19:17
Re: [3.1+] NullBot: an adaptive skirmish AI
http://buildbot.wz2100.net/files/warzon ... 2c7be0.exe and later should include the physfs fix (though they show an error message).
We want information... information... information.
-
felipe
- Trained

- Posts: 63
- Joined: 05 Jun 2012, 20:19
Re: [3.1+] NullBot: an adaptive skirmish AI
Hi NoQ, great job !
But, in rc2 if I use the MR AI's personality as my allied, they do absolutely nothing.
No research, no building....
Hope this help.
But, in rc2 if I use the MR AI's personality as my allied, they do absolutely nothing.
No research, no building....
Hope this help.
-
Andrie
- Regular

- Posts: 533
- Joined: 20 Jun 2012, 14:11
- Location: Suid Afrika
Re: [3.1+] NullBot: an adaptive skirmish AI
I think it don't work on rc2 just as this also dosent
Thats why I still use 3.1 beta11 and 2.3.8 or 2.3.9!
"My IRC en multiplay naam is Andrie"
Groete Andrie
Groete Andrie
-
cue
- Trained

- Posts: 59
- Joined: 06 Nov 2011, 00:12
Re: [3.1+] NullBot: an adaptive skirmish AI
Not sure what that meansNoQ wrote:Uhm, that's not fixed lol (: many users of any mod may still encounter it.
I just applied the workaround to my machine (physfs downgrade).
-
cue
- Trained

- Posts: 59
- Joined: 06 Nov 2011, 00:12
Re: [3.1+] NullBot: an adaptive skirmish AI
What is nullbot-1-36-extras.wz?
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: [3.1+] NullBot: an adaptive skirmish AI
NoQ in the first post wrote:The extra package contains AIs with fixed personalities: MG/Cannons AI, MG/Rockets AI, Flamer AI, Rocket Hover AI and VTOL Turtle AI.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
-
cue
- Trained

- Posts: 59
- Joined: 06 Nov 2011, 00:12
Re: [3.1+] NullBot: an adaptive skirmish AI
SorryNoQ wrote:NoQ in the first post wrote:The extra package contains AIs with fixed personalities: MG/Cannons AI, MG/Rockets AI, Flamer AI, Rocket Hover AI and VTOL Turtle AI.
-
themac
- Trained

- Posts: 415
- Joined: 17 Jul 2009, 19:14
- Location: Germany
Re: [3.1+] NullBot: an adaptive skirmish AI
Finally, a new version of NullBot.Tnx NoQ.
The only thing that is still a bit annoying to me is that the gameplay becomes choppy after some time. At the start, everything is running smooth, but after some time, it is stuttering uncomfortable, even if the fps counter tells decent fps. 
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: [3.1+] NullBot: an adaptive skirmish AI
Please please post some savegames already.
I need to figure out how people manage to get their nullbot so much occupied with things that it gets choppy.
I need to figure out how people manage to get their nullbot so much occupied with things that it gets choppy.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
-
themac
- Trained

- Posts: 415
- Joined: 17 Jul 2009, 19:14
- Location: Germany
Re: [3.1+] NullBot: an adaptive skirmish AI
Here is the savegame. I know that there are a LOT of units. It doesn´t need that much to begin to become choppy!
You do not have the required permissions to view the files attached to this post.
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: [3.1+] NullBot: an adaptive skirmish AI
Ok, identified a few places to improve here (:
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam