greenknight32 Posted January 10, 2014 Report Share Posted January 10, 2014 Glad to hear about the defense manager, definitely needed. With Alpha 15, I tried creating 5 missile units and rushing them - the AI had made no units, just built a Storehouse. They were wiped out. In Alpha 14 they built farms, same result. It's ridiculous.The AI needs to produce some citizen soldiers with their starting resources, before they build production facilities. Quote Link to comment Share on other sites More sharing options...
fabio Posted January 10, 2014 Report Share Posted January 10, 2014 I tried the introductory tutorial and seemed to work fine, until I was asked to build more units from the barracks. At that point I got a "Segmentation error (core dump created)" and game closed (no core dump that I can see). Probably unrelated to the AI changes however.Since v1 and v2 are no longer present you may rename common-api-v3 just to common-api.EDIT: attached commands.txt for the play that crashed, however the replay doesn't trigger the crash.commands.txt Quote Link to comment Share on other sites More sharing options...
infyquest Posted January 10, 2014 Report Share Posted January 10, 2014 just waiting for the naval ai to be in place, because that's one of the must have features for our AI to handle naval maps or maps with water bodies like lakes. Quote Link to comment Share on other sites More sharing options...
fabio Posted January 10, 2014 Report Share Posted January 10, 2014 Also a different problem, when starting the default map I get this:WARNING: JavaScript warning: simulation/ai/aegis/defence-helper.js line 302anonymous function does not always return a valueWARNING: JavaScript warning: simulation/ai/aegis/defence-helper.js line 315anonymous function does not always return a valueWARNING: JavaScript warning: simulation/ai/aegis/defence-helper.js line 343anonymous function does not always return a valueWARNING: JavaScript warning: simulation/ai/aegis/defence-helper.js line 352anonymous function does not always return a valueWARNING: JavaScript warning: simulation/ai/aegis/defence-helper.js line 360anonymous function does not always return a valueI will report as a ticket if needed. Quote Link to comment Share on other sites More sharing options...
Yves Posted January 10, 2014 Report Share Posted January 10, 2014 $ ./pyrogenesis -replay=/home/fabio/.config/0ad/logs/sim_log/8584/commads.txtReplay.cpp(119): Assertion failed: "m_Stream->good()"That's because there's a typo in "commads.txt". Quote Link to comment Share on other sites More sharing options...
fabio Posted January 10, 2014 Report Share Posted January 10, 2014 That's because there's a typo in "commads.txt".Oops, you are right. Fixing the typo the simulation completes without any error, issue I experienced cannot be reproduced this way. Quote Link to comment Share on other sites More sharing options...
wraitii Posted January 10, 2014 Author Report Share Posted January 10, 2014 fabio: those warnings are stuff I should have fixed and forgot to before committing, I'll do it now.greenknight32: yes that's a known issue, rushing the AI early enough basically means killing it right now. Quote Link to comment Share on other sites More sharing options...
fabio Posted January 10, 2014 Report Share Posted January 10, 2014 You may also want to see this problem (happened before recent changes): http://www.wildfiregames.com/forum/index.php?showtopic=18036Also simulation2 dir could be renamed to simulation (may break some not merged patches however). Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted January 10, 2014 Report Share Posted January 10, 2014 You may also want to see this problem (happened before recent changes): http://www.wildfiregames.com/forum/index.php?showtopic=18036Also simulation2 dir could be renamed to simulation (may break some not merged patches however).Please be careful with the simulation2 rename. I don't want to lose the entire SVN history of simulation2 (like happened once with Aegis). Quote Link to comment Share on other sites More sharing options...
greenknight32 Posted January 11, 2014 Report Share Posted January 11, 2014 (edited) greenknight32: yes that's a known issue, rushing the AI early enough basically means killing it right now.Yes, I know - just saying that the behavior had changed, but it was no improvement. I spoke too soon, though, seems to be a problem with the skirmish map I was playing on. I tried restarting from the same setup - I saved before I did anything - and not rushing, left the AI faction completely unmolested. They never did produce any troops or build any more buildings.This was Athenians v Persians, on the neareastern badlands skirmish map. I tried the same matchup and terrain via the Random map dialog, and the game went normally - they even managed to survive (barely) an early rush.Is Skirmish mode broken generally, or just certain maps? I'll try out some others... Edited January 11, 2014 by greenknight32 Quote Link to comment Share on other sites More sharing options...
greenknight32 Posted January 12, 2014 Report Share Posted January 12, 2014 Ok, tried the Belgian Bog Skirmish, it worked fine.The problem occurred with the Alpine Valleys and Neareastern Badlands (2) Skirmishes, which happened to be the first 2 I tried. It would be an unlikely coincidence if those were the only ones. Need to test them all, I guess. Fun project for me. Quote Link to comment Share on other sites More sharing options...
wraitii Posted January 12, 2014 Author Report Share Posted January 12, 2014 greenknight: did you say you saved and reloaded before trying? Because that would break the AI in many ways and is expected not to work too well.On the other hand, I haven't noticed the AI getting stuck on Alpine Valleys. It started really slowly on Deccan plains but that has been fixed, so now it should work mostly properly.Still, it's far from perfect anyhow. Quote Link to comment Share on other sites More sharing options...
Yves Posted January 12, 2014 Report Share Posted January 12, 2014 I got a lot of these errors when running:./pyrogenesis -quickstart -autostart="The Massacre of Delphi" -autostart-ai=1:aegis -autostart-ai=2:aegisERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 1053 TypeError: enemyStructures is undefined m.CityAttack.prototype.update@simulation/ai/aegis/attack_plan.js:1053 m.HQ.prototype.update@simulation/ai/aegis/headquarters.js:1163 m.AegisBot.prototype.OnUpdate@simulation/ai/aegis/aegis.js:172 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:79 Quote Link to comment Share on other sites More sharing options...
greenknight32 Posted January 13, 2014 Report Share Posted January 13, 2014 greenknight: did you say you saved and reloaded before trying? Because that would break the AI in many ways and is expected not to work too well.On the other hand, I haven't noticed the AI getting stuck on Alpine Valleys. It started really slowly on Deccan plains but that has been fixed, so now it should work mostly properly.Still, it's far from perfect anyhow.I thought that savegame bug was fixed - ok, that explains why it did that on the replays. The first time was not reloaded from the save, though.Tried Alpine Valleys again from a fresh setup, did an early rush. This time they'd created 4 units, a house, and a storehouse. Better, but not good enough - they still got massacred.With Neareastern Badlands, very different this time. Randomly came up Ptolemies v Ptolemies. Early rush met with strong resistance, only slowed them down a bit - just the way it should work. Hard-fought game.Sadly, ran into another glitch at the end - it didn't end. My troops went everywhere, couldn't find another enemy unit. Finally quit, checked the stats - it showed they'd constructed 2 more buildings than they'd lost (invisible buildings? Arrgh!). Hope that's just a one-time glitch. Anyway, that's another issue, not AI. Quote Link to comment Share on other sites More sharing options...
wraitii Posted January 13, 2014 Author Report Share Posted January 13, 2014 Could you give me some input on how early an "early rush" would be to you? Also with how many units did you attack? Quote Link to comment Share on other sites More sharing options...
greenknight32 Posted January 14, 2014 Report Share Posted January 14, 2014 I created 5 more missile units, then rushed with all my missile troops, cavalry scouting the way. Total of 8 units. Quote Link to comment Share on other sites More sharing options...
hollth Posted January 15, 2014 Report Share Posted January 15, 2014 Sadly, ran into another glitch at the end - it didn't end. My troops went everywhere, couldn't find another enemy unit. Finally quit, checked the stats - it showed they'd constructed 2 more buildings than they'd lost (invisible buildings? Arrgh!). Hope that's just a one-time glitch. Anyway, that's another issue, not AI.I've run into something similar to this a few times. They're even built in my own territory ( I covered the entire map). From what I observed the AI tried to build something continuously. Archers would even fire and attack at the invisible foundation. However, they game still ended when I find (finally) the last unit. I have no idea how to reproduce it unfortunately. Quote Link to comment Share on other sites More sharing options...
greenknight32 Posted January 15, 2014 Report Share Posted January 15, 2014 I've run into something similar to this a few times. They're even built in my own territory ( I covered the entire map). From what I observed the AI tried to build something continuously. Archers would even fire and attack at the invisible foundation. However, they game still ended when I find (finally) the last unit. I have no idea how to reproduce it unfortunately.There was one place where some archers were making the motions of shooting, but no arrows could be seen - like they were firing invisible arrows at an invisible target.I had detachments scouring the whole map, don't know how I could have missed any units - but you can't prove a negative, always possible I missed something. None of this would matter if the AI would just surrender when it's beaten, which I believe is already a planned feature. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 15, 2014 Report Share Posted January 15, 2014 Now its not affect in performance when my units are destroying constantly a building and the Ai try to build, I mean example if I bring a Siege tower and constantly destroy the foundation and the Ai place in same place again and again , it's like a loop. Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 1, 2014 Author Report Share Posted February 1, 2014 I just committed a somewhat important change to the way workers choose dropsites. Please report if you notice the AI acting weirdly, or seemingly getting stuck (if possible, post your commands.txt for those games). Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 1, 2014 Report Share Posted February 1, 2014 (edited) WARNING: food1WARNING: 1WARNING: 1WARNING: 1WARNING: for dropsite best is 170 at 0WARNING: Initialized with the difficulty 2WARNING: No food found for hunting! (2)WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.WARNING: No proper dropsite found for wood, waiting.ERROR: CRenderer::EndFrame: GL errors occurredWARNING: Planning Town PhaseWARNING: Trying to build barracksWARNING: for dropsite best is 134 at 221600WARNING: planning new dropsite for woodWARNING: Trying to reach TownPhaseWARNING: Trying to reach TownPhaseWARNING: Trying to reach TownPhaseWARNING: Found a proper dropsite for food but apparently no resources are available.WARNING: Please report this to wraitii on the wildfire games ForumWARNING: Found a proper dropsite for food but apparently no resources are available.WARNING: Please report this to wraitii on the wildfire games ForumWARNING: Found a proper dropsite for food but apparently no resources are available.WARNING: Please report this to wraitii on the wildfire games ForumWARNING: Found a proper dropsite for food but apparently no resources are available.WARNING: Please report this to wraitii on the wildfire games Forum THe Warning brings me to send to you this. XD realy funny, good changes now the Ai are like bees when you try to do a early rush Batcria Skirmish Map. romans Vs Seleucids. Edited February 1, 2014 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
gameboy Posted February 1, 2014 Report Share Posted February 1, 2014 (edited) @wraitii: Oh, my friends, today I tested the latest SVN version, get some errors when I'm at war with the enemy, an error occurs (my first attack enemy troops.) Batcria Skirmish Map. romans Vs Seleucids. (The same to you, Lion.Kanzen)Another problem: the enemy of workers and the military a strange action: When the game save again loaded, the workers will not go to collect resources, they will stand next to the resource (for example: farmland beside), enemy forces will not attack me .<h2>0 A.D. Main log (warnings and errors only)</h2><p class="error">ERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 986TypeError: collec.attack is not a function ([object Object],[object Object],[object Object])@simulation/ai/aegis/attack_plan.js:986 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1228 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81</p><p class="error">ERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 986TypeError: collec.attack is not a function ([object Object],[object Object],[object Object])@simulation/ai/aegis/attack_plan.js:986 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1228 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81</p><p class="error">ERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 986TypeError: collec.attack is not a function ([object Object],[object Object],[object Object])@simulation/ai/aegis/attack_plan.js:986 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1228 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81</p><p class="error">ERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 986commands.txt Edited February 1, 2014 by gameboy Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 1, 2014 Report Share Posted February 1, 2014 Oh, my friends, today I tested the latest SVN version, get some errors when I'm at war with the enemy, an error occurs (my first attack enemy troops.) Batcria Skirmish Map. romans Vs Seleucids. (The same to you, Lion.Kanzen)Another problem: the enemy of workers and the military a strange action: When the game save again loaded, the workers will not go to collect resources, they will stand next to the resource (for example: farmland beside), enemy forces will not attack me .<h2>0 A.D. Main log (warnings and errors only)</h2><p class="error">ERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 986TypeError: collec.attack is not a function ([object Object],[object Object],[object Object])@simulation/ai/aegis/attack_plan.js:986 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1228 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81</p><p class="error">ERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 986TypeError: collec.attack is not a function ([object Object],[object Object],[object Object])@simulation/ai/aegis/attack_plan.js:986 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1228 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81</p><p class="error">ERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 986TypeError: collec.attack is not a function ([object Object],[object Object],[object Object])@simulation/ai/aegis/attack_plan.js:986 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1228 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81</p><p class="error">ERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 986Hmm weird, in my gameplay they are very Agressive, I like that. Was like attack a honeycomb, they persuit to my CC and perform some vandalism XD in my buildings. Quote Link to comment Share on other sites More sharing options...
gameboy Posted February 1, 2014 Report Share Posted February 1, 2014 (edited) @Lion.Kanzen:If you try to save a loaded again, you will find the enemy's army will not attack like a flood, like you, they will guard their buildings and resources, and workers will no longer collect resources, and they stood beside the building next to the resource does not move . @wraitii: Tested again and found a new error: <h2>0 A.D. Main log (warnings and errors only)</h2><p class="error">ERROR: JavaScript error: simulation/components/UnitAI.js line 1755TypeError: cmpFormation is null ()@simulation/components/UnitAI.js:1755 ([object Object],"INDIVIDUAL.COMBAT.ATTACKING")@simulation/helpers/FSM.js:376 ([object Object],[object Object])@simulation/helpers/FSM.js:284 ([object Object])@simulation/components/UnitAI.js:3737</p><p class="error">ERROR: Script message handler OnMotionChanged failed</p><p class="error">ERROR: JavaScript error: simulation/components/UnitAI.js line 1755TypeError: cmpFormation is null ()@simulation/components/UnitAI.js:1755 ([object Object],"INDIVIDUAL.COMBAT.ATTACKING")@simulation/helpers/FSM.js:376 ([object Object],[object Object])@simulation/helpers/FSM.js:284 ([object Object])@simulation/components/UnitAI.js:3737</p><p class="error">ERROR: Script message handler OnMotionChanged failed</p><p class="error">ERROR: JavaScript error: simulation/components/UnitAI.js line 1755TypeError: cmpFormation is nullcommands2.txt Edited February 1, 2014 by gameboy 1 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted February 1, 2014 Report Share Posted February 1, 2014 <h2>0 A.D. Main log (warnings and errors only)</h2><p class="error">ERROR: JavaScript error: simulation/components/UnitAI.js line 1755TypeError: cmpFormation is null ()@simulation/components/UnitAI.js:1755 ([object Object],"INDIVIDUAL.COMBAT.ATTACKING")@simulation/helpers/FSM.js:376 ([object Object],[object Object])@simulation/helpers/FSM.js:284 ([object Object])@simulation/components/UnitAI.js:3737</p><p class="error">ERROR: Script message handler OnMotionChanged failed</p><p class="error">ERROR: JavaScript error: simulation/components/UnitAI.js line 1755TypeError: cmpFormation is nullWraitii, do you edit formations directly? Or could there be another reason some entity is a formation member, but without valid formation controller? Quote Link to comment Share on other sites More sharing options...
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