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 PostPosted: 09 Feb, 2011 
 

Joined: 10 Apr, 2008
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Community bug fix can be the problem ? Haven't played with it, so make sure to test without it

Make sure you use Sorian 2.1.1. and also lower no rush time..That will make AI more aggressive. Also control if the map has AI markers or not, this will affect AI performance too

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 PostPosted: 10 Feb, 2011 
 

Joined: 28 Dec, 2010
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the AI do no work after the installation of "ladder Pack"? i have tried it without success...


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 PostPosted: 10 Feb, 2011 
 

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Hmm, we've never had issues with the bug fix before, and we regularly use Sorian's, so my gut feeling is it probably isn't that, I don't know whether a desync might have messed them up or not, don't know how the AI copes with something like that.

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 PostPosted: 26 Feb, 2011 
 

Joined: 26 Feb, 2011
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Folks, very naive question - sorry. Hoping someone can help me.

I installed the most recent version of Sorian AI (found here http://code.google.com/p/sorian-ai-mod/) and tried a skirmish or two with it. No problems, works great.

I then tried to replay the single-player campaign, and long story short, an occasional problem with crashing to desktop became very pervasive. The single-player is basically unplayable, but I tried anyway, saving every 30 minutes, and got fairly deep in.

I finally had all I can take and began really ransacking the internet to try and solve my crashing problem, and at one point I tried uninstalling the Sorian AI mod. I just moved the .scd files out of the gamedata folder into somewhere else.
When I did this, my save files for the single-player campaign that I'd with Sorian AI installed stopped working.

I'm not asking about my crash to desktop problem here (I posted today in tech support if anyone will take pity on me), this is a separate issue - is this expected behavior? If I remove the Sorian AI, are any save-game files screwed that were made when it was installed?

And has anyone ever heard of single-player-campaign-related instability issues caused by Sorian? I swear the crashing is worse there than in skirmishes (and yet I don't think it's RAM-related, which is the only realistic reason it would vary I know of, because i have 4GB RAM and a 64-bit system)


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 PostPosted: 01 Mar, 2011 
 

Joined: 07 Aug, 2007
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we need somemore updates to this great mod. Don't let this be the end of the almighty Sorian AI !!!


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 PostPosted: 04 Mar, 2011 
 
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Joined: 24 Apr, 2007
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Location: Bangor NI, UK
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Seeing as Sorian now works for GPG he's probably a very busy man with new projects to work on. What kind of updates would you want anyway?


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 PostPosted: 07 Mar, 2011 
 

Joined: 03 Jun, 2007
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One thing I'd like to see, is the control of the ASFs improved in 2 ways.

1) When the fly to an enemy base to take down a threat (usually an experimental), once the threat is removed, they don't return to their base. They land in the enemy base and sit there, waiting to be shot.

2) Once you exhaust the AI's supply of ASFs, it doesn't ramp up production to meet the threat. You can then pretty much use air experimentals at will. I'd like to see the production of ASFs become a high priority once the AI gets all/most of it's ASFs destroyed.


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 PostPosted: 08 Mar, 2011 
 

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Another think I'd like to see, is the Sorian AI build more T3/T4 artillery, particularly T3. It used to do more artillery in previous versions, now end games are usually with nukes instead of artillery. It'd be great to see it pick one or the other, or even do both sometimes.

I'm actually looking at how to increase the artillery count, but haven't had much luck yet. Any ideas welcome...


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 PostPosted: 10 Mar, 2011 
 

Joined: 10 Mar, 2011
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Used to play with the Sorian mod with generic SC but with FA i can't get it to work.

Everytime I load the game then cut scenes work but the menu screen is blank/black/grey with only the mouse pointer visible. Everything works again when I remove the sorian .scd file from the gamedata folder.

Any idea on this problem as I can't find definitive answers on the main sorian google page or on here?

Ta


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 PostPosted: 06 May, 2011 
 

Joined: 17 Feb, 2007
Posts: 101
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XXBobmomXX wrote:
adf wrote:

Everytime I load the game then cut scenes work but the menu screen is blank/black/grey with only the mouse pointer visible. Everything works again when I remove the sorian .scd file from the gamedata folder.

Happened to me a few times.(A week)
Had to uninstall the game then restart the computer and then install the game again 0.0


This I have just been having this problem and it turned out to be a clash with faladder.scd mod, remove that from gamedata and all is well with the main menu running Sorian etc. I think its been mentioned earlier in this thread.

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 PostPosted: 08 Jun, 2011 
 
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Version: 2.1.1 (6-5-10)

I am having trouble with the AI mod, and am wondering if this has happened to anyone else.

Though technically it may have nothing to do with the Sorian AI, the glitch has has only happened to me after installing it, and since it has happened multiple times after installing, I'm assuming the AI is the cause.

My copy of FA patch number is 1.5.3599, and as far as I can tell the most recent released one. I do not have Duncane's AI patch installed, and have the lobby enhancement mod.

It is not a mod compatibility issue, as it has happened once on a custom (AI with markers) 10*10 map with no mods enabled, and 2-3 times on a basic 20*20 map with Blackops Advanced ACUs, unleashed, and rebalance, plus the resource rich mod.

The game freezes. The last sound effect that was played then loops over and over.
I can sort of get it to respond, but at a rate of 1 frame per minute or so. If I try to Ctrl-Alt-Delete and open the task manager then it will flash to a gray screen with the task manager up for about a second, and I can then see an EXE titled 'Fatal Error' in the task manager. But then the frozen game pops back up, and I have to forcefully log off of my user account, so I can't see the error message in detail.

This happened 5-10 minutes into the no mods game,
and 30-50 minutes (not counting some medium lag) into the Blackops one.

The crash always seems to come after a set time, as in the Blackops game I kept reloading from a previous save and it kept crashing after a certain time.

I have all graphics set to minimum to try and get the maximum sim speed.

However, other than that, great AI mod! Until the crash happens, the AI is actually decent and is willing to use Blackops units against me!

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 PostPosted: 08 Jun, 2011 
 

Joined: 03 Jun, 2007
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I've not seen the Sorian AI cause any issues when using BO. I play every weekend with a group of friends using BO and Sorian AI with no issues. Not sure what else the cause might be.


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 PostPosted: 14 Jun, 2011 
 

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I use the Sorian AI 100% of the time including a bunch of other mods, including my beloved Blackops stuff (The latest Blackops is magnificent). I use the same AI version as you do and the same patch version. Something like that never happened to me. I doubt it is Sorian's Ai that causes your problems.

Perhaps something got corrupted and a reinstall cures the problem? It happens.


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 PostPosted: 28 Jun, 2011 
 
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I'd like to see another update with more in the way of 3rd party mod support for custom units and unit enhancements.

Resin

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 28 Jun, 2011 
 
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I might be persuaded to do that.

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 PostPosted: 28 Jun, 2011 
 
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sorian wrote:
I might be persuaded to do that.


Hit me up should you decide to purse this... Beyond enhancements there are a few other areas that would welcome direct AI support.

Resin

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Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


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 PostPosted: 29 Jun, 2011 
 

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I'd love to see the AI have the ability to upgrade 3rd party units, like the hydrocarbon plants. Also, if there were a way to have the AI build units like the T3 & T4 PD, which in the existing groups don't currently work, and have to be put into groups like T3 AA.


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 PostPosted: 30 Jun, 2011 
 

Joined: 30 Jun, 2011
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Does anyone know where I could get the source code for 2.1.1? Looking at the googlecode site all the lua files in the SVN there are from 2009 or earlier where as there have clearly been updates and releases in 2010. :/


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 PostPosted: 30 Jun, 2011 
 

Joined: 05 Oct, 2007
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Just open the mod with your preferred archiving program. Source. Done.

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But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 30 Jun, 2011 
 

Joined: 30 Jun, 2011
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Oh so you can, thanks! :)


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 PostPosted: 31 Jul, 2011 
 

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Hi Sorian,

Would it be possible for you to include a fix in your AI? A small oversight is interfering with the Nomads mod.
In the file /lua/sim/FactoryBuilderManager.lua on line 268 there is this function:

Code:
GetFactoryFaction = function(self, factory)
    if EntityCategoryContains( categories.UEF, factory ) then
        return 'UEF'
    elseif EntityCategoryContains( categories.AEON, factory ) then
        return 'Aeon'
    elseif EntityCategoryContains( categories.CYBRAN, factory ) then
        return 'Cybran'
    elseif EntityCategoryContains( categories.SERAPHIM, factory ) then
        return 'Seraphim'
    elseif self.UnitFromCustomFaction( factory ) then
        return self.UnitFromCustomFaction( factory )
    end
    return false
end,

The last 'elseif' statement is not working. Notice the "." after "self" instead of ":" (two times). Suggested fix:

Code:
GetFactoryFaction = function(self, factory)
    if EntityCategoryContains( categories.UEF, factory ) then
        return 'UEF'
    elseif EntityCategoryContains( categories.AEON, factory ) then
        return 'Aeon'
    elseif EntityCategoryContains( categories.CYBRAN, factory ) then
        return 'Cybran'
    elseif EntityCategoryContains( categories.SERAPHIM, factory ) then
        return 'Seraphim'
    elseif self.Brain.CustomFactions then
        return self:UnitFromCustomFaction( factory )
    end
    return false
end,

With this adjustment it's possible to get custom factions working fully with your AI.


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 PostPosted: 31 Jul, 2011 
 
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Joined: 16 Jan, 2010
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I might need the fix to =p Only 2 of us, working on New Factions, so we both need the fix =p


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 PostPosted: 31 Jul, 2011 
 
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I could make the fix, but until I fix my PC I have no way of testing it.

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 PostPosted: 31 Jul, 2011 
 

Joined: 08 May, 2008
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Ok great! Thanks in advance!


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 PostPosted: 31 Jul, 2011 
 

Joined: 30 Jun, 2011
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Oooh Sorian!

Can I just say your AI has given myself and a friend many, many hours of fun in SupCom FA. Thank you very much for all your time on it!

The terror of on huge maps of having bombers arrive relentlessly has led to many an epic adventure.


The *only* snag is the slowdown over time. :( Two AIs on a 40km or 80km map pretty much brings things to a crawl after about an hour. Even when you've wiped out most of their units it still crawls.

Which makes me wonder if (having browsed the source code) it's a thread issue? Possibly some action that creates a new thread which never gets freed?

I was going to look into it a bit more but holiday and work got in the way. :/ Is there an easy way to spam the thread count over time, I couldn't find (not that I spent a lot of time) much docs on how that side of things worked.


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