Archive for the 'NTai' Category

Future Intentions 2008

Friday, August 15th, 2008

Here Ill outline what i want to accomplish in the coming months. Ill explain a little of my situation, the status of my project and their most likely fate. Read the rest of this entry »

Lua & AIs Solution 1: Extension Modules

Saturday, June 7th, 2008

There is an issue in the spring AI scene right now regarding the onslaught of lua Game mechanics and the disconnect between those new rules and the AIs. AIs are unable to play the new game mechanics because they are unaware of their existence. Read the rest of this entry »

NTai and 0.76B1

Thursday, January 10th, 2008

For a brief window after the release of 0.76b2 there was a compatible NTai being built by buildbot that everyone could have used. Despite the window lasting 4-5 days nobody bothered except me, and it is now too late to find svn versions of NTai that still work with the current release of spring.

But have no fear! I have repackaged NTai with the downloaded bianry for windows, along with toolkit and all the configuration files necessary.

You can find it here:

Download NTai for 0.76b1

NTai SVN package

Friday, December 14th, 2007

I’m releasing an svn build of NTai XE9.8+ for people wanting to use P.U.R.E in skirmish mode, and for general testing. Included is an updated NTai Toolkit. This will not work with 0.75b2.

How to install:

  1. Extract the AI folder and overwrite the AI folder in your svn spring install
  2. Select NTai.dll when choosing an AI
  3. Play a P.U.R.E game.

An NTai toolkit is sitting in the AI folder as well, and DJ’s updated BA config has been included.

Download it here
Get P.U.R.E here

NTai Progress

Monday, November 26th, 2007

I’ve been cleaning up and fixing NTai ready for applying for my placement year. I’ve started moving things around making everything work with common sense, and undoing a lot of foobarred stuff I coded half asleep.

So I’ve implemented the behaviour system I wanted, and I’ve started moving old code into the new system with some clean up and improvements. There was also the majro refactor to store all the AI specific unti data and checks in a custom class, rather than having it strewn out across countless source files.

I’ve also gained an insight into the mysterious lag spike issues and I have a theory! Looking through the debugger I noticed it was particularly laggy when untis atatcked each other, so  I looked through NTais internals and found lots of move commands for the same unit and other repetitive things. For example retreat was being recalculated per hit, as was dgunning. I was testing in XTA and sent 10 peewees, and a peewee fires 12 rounds per second, so that’s 120 unit hit calls per second, or 120 retreat commands per unit, regardless of wether its already retreating or not.

Now that I know what’s going on, I know howto correct the issue. Regardless of whether this is the cause of the lag it would be needed to clean up the code. Those routines are full of bitrot. So I would expect a testable build before new year, sooner if you’re lucky, but be patient.