Alpha Centauri 2

Community => Chiron News Network => Topic started by: kyrub on January 13, 2013, 03:12:20 AM

Title: test SMAC AI patch, version l
Post by: kyrub on January 13, 2013, 03:12:20 AM
test SMAC AI patch, version l

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=122 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=122)

This is a test build of the patch. Be prepared to see some unwanted AI actions, improving requires a lot of patience and a good perception of AI activity throughout the game (any thorough feedback is appreciated, please react in the appropriate thread in the modding forum).

I have applied a few AI Social engineering choices, mainly the support / police mismatch in the original game.
Also the morale setting is now less valued by the AI.

I included a few important and obvious corrections to previous patch, we should see less probes again, less sea transports etc.



a   uterran4 (terraforming basic)
b  tech_beelines     
c   AI hurrying
d  close base and fungus love from 70
e   unit_abilities_8
f   more ships
g   formers chance
h   crawlers
i    recycle tanks priority
j    speeders inclination

-------------------------
k1  stockpile energy bug
k2  swap base bug
k3  children creche bug
k4  AI hurrybug 3
k5  AI seaformers
k6  colony pods
k7 reversal of near AI cities

----------------------------------------
l8  less probes by
l9  if police =< -4 less ships
l10  less naval tranports 
l11 AI socio version 3
Title: Re: test SMAC AI patch, version l
Post by: Green1 on January 13, 2013, 08:35:28 AM
The majority of us on this board do SMAX. You will get more playtesters if any new patches are SMAX compatible.

It may have been an excuse when there were GOG copies running around with only SMAC, but now almost everyone has expansion included.

But, if it cranks in SMAX, I most certainly will try it. You will get screenshots and my dry wit and comment, too :)

Title: Re: test SMAC AI patch, version l
Post by: Green1 on January 13, 2013, 08:38:52 AM
oh yeah, in AAR2 (version Kyrub's SMAX patch PLUS) I did not believe AI was aggressive enough with air power.

Even with high defense for the base being attacked and lesser guns, if the AI had superior numbers it could have swept the base with all 15 of it's needlejets.
Title: Re: test SMAC AI patch, version l
Post by: Yitzi on January 13, 2013, 09:22:22 PM
oh yeah, in AAR2 (version Kyrub's SMAX patch PLUS) I did not believe AI was aggressive enough with air power.

Even with high defense for the base being attacked and lesser guns, if the AI had superior numbers it could have swept the base with all 15 of it's needlejets.

What good does that do it if it loses more in taking the base and then defending it than the enemy loses in defending it and taking it back?
Title: Re: test SMAC AI patch, version l
Post by: Green1 on January 13, 2013, 10:40:17 PM
oh yeah, in AAR2 (version Kyrub's SMAX patch PLUS) I did not believe AI was aggressive enough with air power.

Even with high defense for the base being attacked and lesser guns, if the AI had superior numbers it could have swept the base with all 15 of it's needlejets.

What good does that do it if it loses more in taking the base and then defending it than the enemy loses in defending it and taking it back?

If he is out manufacturing you, it does not matter. There were several times in that game (AAR2 Roze vs Sven) that he had me. He had maybe 20 needle jets and could have lost 10 to crush me off of a small landmass and taken a project.

BUT.. he was scared to use them because I had cloudbase academy and a +defense vs air. I would have sacrificed 10 needlejets to get it.
Title: Re: test SMAC AI patch, version l
Post by: Yitzi on January 13, 2013, 10:48:13 PM
If he is out manufacturing you, it does not matter.

Yeah, if he's outmanufacturing you by more than the loss ratio...but that's not a problem of air power in particular.

Quote
There were several times in that game (AAR2 Roze vs Sven) that he had me. He had maybe 20 needle jets and could have lost 10 to crush me off of a small landmass and taken a project.

BUT.. he was scared to use them because I had cloudbase academy and a +defense vs air. I would have sacrificed 10 needlejets to get it.

It's not worth sacrificing 10 needlejets to get it if he can then sacrifice 5 needlejets to get it back, unless you have twice his production capacity.
Title: Re: test SMAC AI patch, version l
Post by: Green1 on January 17, 2013, 07:35:19 PM
Oh... he had quite a bit better manufacturing than I did. He out based me, too till late midgame when I backstabbed Deidre.

Now, if he could have used sea crawlers on top of that and use it like the players... goodness. Or put boreholes on adjacent land tiles...
Title: Re: test SMAC AI patch, version l
Post by: BFG on January 18, 2013, 05:23:34 AM
Hmm...it's great to see that there's still so much activity around this game.  I had no idea!  Thank you, kyrub.
Like the majority of players, I use SMAX and so would be more likely to test the patch if it were SMAX-compatible.

In the meantime, kyrub, a question: what criteria do you use to decide what AI fixes/improvements to make?  I have three pet peeves in the game, based on my playstyle:
1. AI produces almost no boreholes
2. Gravship Formers cannot be properly automated over both land and sea
3. AI doesn't know how to use aerial transports or colonies - when doing so would greatly improve its strength

I'd love to see you take a shot at fixing these :)
Title: Re: test SMAC AI patch, version l
Post by: Buster's Uncle on January 18, 2013, 05:58:14 AM
Welcome to AC2, BFG!  How did you find us?
Title: Re: test SMAC AI patch, version l
Post by: Yitzi on January 18, 2013, 04:04:54 PM
In the meantime, kyrub, a question: what criteria do you use to decide what AI fixes/improvements to make?  I have three pet peeves in the game, based on my playstyle:
1. AI produces almost no boreholes
2. Gravship Formers cannot be properly automated over both land and sea
3. AI doesn't know how to use aerial transports or colonies - when doing so would greatly improve its strength

I'd love to see you take a shot at fixing these :)

Of course, if you build off my ecodamage patch, the AI's borehole use should probably depend on the ecodamage associated with boreholes; you don't want it to over-borehole and end up with worm rape, of course.
Title: Re: test SMAC AI patch, version l
Post by: BFG on January 18, 2013, 06:03:59 PM
Welcome to AC2, BFG!  How did you find us?
Thanks!  To answer your question, I've frequented civgaming.net since first learning of scient's patch.  Another player recently posted about this forum in a topic I started there.

(The topic, in case you're interested: I contacted GOG to ask if they'd be interested in making unofficial content available as part of their SMAC/SMAX download.  Astonishingly, they are.)


EDIT: Speaking of which, could someone help me understand the difference(s) between scient's, kyrub's, and yitzi's patches?  Are any based on another?  Which patch would most players consider the "best" according to these qualities:
1. Fixes bugs in vanilla SMAC/SMAX
2. Fixes oversights in vanilla SMAC/SMAX
3. Improves AI behavior
4. Improves game balance
5. Adds new features (i.e. new units in alpha/x.txt, new technologies, etc.)
(If this has been posted elsewhere, then I apologize.  I have a lot of reading to catch up on.)
Title: Re: test SMAC AI patch, version l
Post by: kyrub on January 19, 2013, 11:42:44 PM
Oh, I was not aware of this "reaction thread".
I register the interest for SMAX version, thanks for saying it. This is a bit harder to do, since I did disassemble thouroughly only SMAC. So you'll have to wait, a bit, until I find some time.


In the meantime, kyrub, a question: what criteria do you use to decide what AI fixes/improvements to make?  I have three pet peeves in the game, based on my playstyle:
1. AI produces almost no boreholes
2. Gravship Formers cannot be properly automated over both land and sea
3. AI doesn't know how to use aerial transports or colonies - when doing so would greatly improve its strength

1. I have actually targetted boreholes' quantity in my first SMAC patch already. It's hard to change TBH, but I have got some partial success. See these snapshots with 3 boreholes on Morganite territory: http://www.rpgcodex.net/forums/index.php?threads/smac-444.56203/#post-1542962. (http://www.rpgcodex.net/forums/index.php?threads/smac-444.56203/#post-1542962.) I'm pretty sure we can get better here.
2. What do you mean, exactly? That they don't quit land/sea?
3. That sounds hard to do. I wasn't aware this was such a massive factor, TBH. Do they produce air transports? Did you try to "give" them such units with alpha.txt?
Title: Re: test SMAC AI patch, version l
Post by: BFG on January 20, 2013, 02:06:42 AM
1. That's great!  I'll look at this patch as soon as I have a chance.

2. If a Gravship Formers is set to "Autoimprove Base" or "Fully Automate", it will improve land squares but not sea squares.  However, it can modify sea squares when instructed manually.  I would like automated Gravship Formers to modify both square types automatically.
Additionally, the AI does not know how to use Gravship Formers - I think they are always told to Hold.

3. Others may disagree, but I think this would improve the AI drastically.  I use aerial Colony Pods to expand territory quickly or to colonize archipelagoes; aerial Transports can be used when Orbital Insertion is unavailable or when you need a nearby Copter/Gravship Medical Bay during an offensive.
I have created custom Scenarios where AI factions had Needlejet, Copter and/or Gravship Colony Pods, and set up the Scenario so it was favorable for the AI to use these.  (I would create a very good building location just within range of the aerial pod, either on the same continent or on a nearby island.)  Sadly, the AI always instructed these units to "Hold" forever.  I had similar results with aerial Transport units, but I did not experiment with them as much.

4. I also have not experimented with Sea and Gravship Supplies, but I believe the AI also does not know how to use them.

The units I give the AI include:
Code: [Select]
Aero Colony,            Needlejet,Colony Pod,   Scout,      8, 0, 0, DocAir,  -1, 00000100000000000000000000010
Chopper Colony,         Copter,   Colony Pod,   Scout,      8, 0, 0, MindMac, -1, 00000100000000000000000000010
Grav Colony,            Gravship, Colony Pod,   Scout,      8, 0, 0, Gravity, -1, 00000100000000000000000000010
Speeder Formers,        Speeder,  Formers,      Scout,      9, 0, 0, CentEmp, -1, 00000000000000000000000000000
Tank Formers,           Hovertank,Formers,      Scout,      9, 0, 0, NanoMin, -1, 00000000000000000000000000001
Ocean Formers,          Cruiser,  Formers,      Scout,      9, 0, 0, DocInit, -1, 00000000000000000000000000010
Gravship Formers,       Gravship, Formers,      Scout,      9, 0, 0, Gravity, -1, 00000000000010000000000000001
Sea Supply,             Foil,     Supply,       Scout,     10, 0, 0, DocFlex, -1, 00000000000000000000000000000
Ocean Supply,           Cruiser,  Supply,       Scout,     10, 0, 0, DocInit, -1, 00000000000000000000000000010
Gravship Supply,        Gravship, Supply,       Scout,     10, 0, 0, Gravity, -1, 00000000000000000000000000010
Title: Re: test SMAC AI patch, version l
Post by: Green1 on January 20, 2013, 02:27:11 AM
GOG supports our craziness?


This is fixing to get interesting. Makes sense though. AC is on several big name reviewers lists (like Total Biscuit) of the best offerings on GOG of all time. The activity over there adds fuel to the fire.

Kyrub, I am going to hold out on yours and Yitzi's tinkerings till the SMAX version is out :)
Title: Re: test SMAC AI patch, version l
Post by: Yitzi on January 20, 2013, 02:44:35 AM
Kyrub, I am going to hold out on yours and Yitzi's tinkerings till the SMAX version is out :)

My tinkerings are all SMAX.
Title: Re: test SMAC AI patch, version l
Post by: Green1 on January 20, 2013, 02:57:45 AM
Kyrub, I am going to hold out on yours and Yitzi's tinkerings till the SMAX version is out :)

My tinkerings are all SMAX.

Awesome. Let me get my head out of Eve Online, figure out how in the heck I ended up messing up sound files when I pasted into Maniac's Planetfall (may have to reinstall), and get cranking with a tiny SMAX 7 map.

Oh yeah... and do not think the Green 1 has forgotten about 14 factions. I still have the handcuffs and New Orleans hookers in the locked room filled with Monster energy drinks and a computer. Do not make me come get yall...lol.
Title: Re: test SMAC AI patch, version l
Post by: Yitzi on January 20, 2013, 03:42:07 AM
Oh yeah... and do not think the Green 1 has forgotten about 14 factions. I still have the handcuffs and New Orleans hookers in the locked room filled with Monster energy drinks and a computer. Do not make me come get yall...lol.

Your best bet of getting 14 factions is talking GOG into incorporating all the unofficial patches and a 14-factions patch into their version, as it's simply not feasible to do via Assembly.
Title: Re: test SMAC AI patch, version l
Post by: Green1 on January 20, 2013, 03:49:59 AM
Oh yeah... and do not think the Green 1 has forgotten about 14 factions. I still have the handcuffs and New Orleans hookers in the locked room filled with Monster energy drinks and a computer. Do not make me come get yall...lol.

Your best bet of getting 14 factions is talking GOG into incorporating all the unofficial patches and a 14-factions patch into their version, as it's simply not feasible to do via Assembly.

A move like that would not be unheard of. Triumph Studios who make Age of Wonders recommend and push Upatch 1.4 (fan made) for Age of Wonders : Shadow Magic. Those guys even have an email wrapper program that the community developed and the company became highly interested in.
Title: Re: test SMAC AI patch, version l
Post by: kyrub on January 20, 2013, 11:51:33 PM
Re: Boreholes
1. That's great!  I'll look at this patch as soon as I have a chance.

I looked into the code and noticed that I actually did not improve boreholes nor condensors. I had some test builds but decided to keep them away from the game.
The good news is that I got some better understanding now. The AI has an unhealthy combination of conditions:
a) either the Super formers are ready
b) or it's very late in the game
c) no ecodamage from terraforming
... you get the idea.

This can be changed easily. Hopefully we'll see encouraging results after the next patch version.
BTW, is it true that AI tends to raise land like crazy?
Title: Re: test SMAC AI patch, version l
Post by: Buster's Uncle on January 21, 2013, 12:11:27 AM
Sometimes, definitely.
Title: Re: test SMAC AI patch, version l
Post by: Green1 on January 21, 2013, 10:12:03 AM
Not under this beta patch, but on your effort for SMAX... Yes.. the AI does raise land to come stomp you. Particularly agressive factions like Miriam and Yang.

The first AAR I did, Miriam raised terrain to get me.

I would like to think that it was your work on SMAX patch Plus that got me my behind handed to me because the terraforming AI was modded. I do not recall under vanilla that happening a lot. It is not every game, and not every AI.

That is a feature... not a bug.  Thanks.
Title: Re: test SMAC AI patch, version l
Post by: TarMinyatur on February 05, 2013, 08:28:28 AM
Playing with Patch L tonight, I noticed something odd. I selected Frontier/Free Market/Wealth/None as Morgan. Each city's base tile was producing 5 extra energy.

My Social Engineering summary showed a "+4 Economy": +1 for Morgan Faction, +2 for Free Market, and +1 for Wealth.

That should give +2 energy per base and +1 per tile. But I was awarded +4 energy per base and +1 per tile, as if I had a "+5 Economy".

I have vanilla faction.txt files. I'm playing Librarian Level.
Title: Re: test SMAC AI patch, version l
Post by: kyrub on February 05, 2013, 09:18:00 AM
Plese, post the save with the game and the bug!
Thanks.
Title: Re: test SMAC AI patch, version l
Post by: Yitzi on February 05, 2013, 02:40:58 PM
Playing with Patch L tonight, I noticed something odd. I selected Frontier/Free Market/Wealth/None as Morgan. Each city's base tile was producing 5 extra energy.

My Social Engineering summary showed a "+4 Economy": +1 for Morgan Faction, +2 for Free Market, and +1 for Wealth.

That should give +2 energy per base and +1 per tile. But I was awarded +4 energy per base and +1 per tile, as if I had a "+5 Economy".

I have vanilla faction.txt files. I'm playing Librarian Level.


This is known and has nothing to do with Kyrub's patch: Link. (http://alphacentauri2.info/index.php?topic=2803.0;topicseen)  It is most likely a mistake in the datalinks, as the commerce bonus works properly: It should note that you get +2 energy per base at +3 ECONOMY and +4 at +4 ECONOMY.
Title: Re: test SMAC AI patch, version l
Post by: kyrub on February 06, 2013, 12:07:53 AM
Many thanks, Yitzi, you spared me hours.
Interesting observation, by the way, and one that actually benefits the game, IMO.
Title: Re: test SMAC AI patch, version l
Post by: Seleuceia on May 31, 2013, 08:14:54 AM
I first want to say I am very grateful for all the work done by scient, kyrub, and Yitzi...were it not for your fixes, I would not have come back to this game as the bugs and AI were just too much for me to bear...

For what it is worth, kyrub, I too enjoy SMAC much more than SMAX....while expanding your AI tweaks to SMAX would be great, just know you aren't alone in your feelings...

I fear it is safe to assume that none of Yitzi's work will be made available for SMAC, but that is of course a decision that makes sense (since most people now play SMAX, yes?)

Anyway, keep up all the good work!  The game is old but your work is much appreciated and has brought a player back to the fold!
Title: Re: test SMAC AI patch, version l
Post by: Yitzi on May 31, 2013, 12:50:22 PM
I first want to say I am very grateful for all the work done by scient, kyrub, and Yitzi...were it not for your fixes, I would not have come back to this game as the bugs and AI were just too much for me to bear...

For what it is worth, kyrub, I too enjoy SMAC much more than SMAX....while expanding your AI tweaks to SMAX would be great, just know you aren't alone in your feelings...

Keep in mind that you can use alphax.txt to switch the tech tree (including facilities/projects) back to the SMAC version and change spore launchers into mind worms and sealurks into isles of the deep, and then what you get is just SMAC plus fungal towers and a different AI.

Quote
I fear it is safe to assume that none of Yitzi's work will be made available for SMAC, but that is of course a decision that makes sense (since most people now play SMAX, yes?)

Probably correct; eventually, when I finish what I have planned, I'll start taking requests, and porting changes over to SMAC is an option there, but if not many people want it, it's likely not to get as many votes as other requests.
Title: Re: test SMAC AI patch, version l
Post by: Green1 on May 31, 2013, 01:03:16 PM
I thought we were going to prod -er- ask  Mr. Kyrub to port over to the SMAX side :) I think most of us are SMAXers.

Still... cannot fault the guy for liking the original 7. All those leaders are made in awesome. Even Miriam......
Title: Re: test SMAC AI patch, version l
Post by: Yitzi on May 31, 2013, 02:57:26 PM
I thought we were going to prod -er- ask  Mr. Kyrub to port over to the SMAX side :) I think most of us are SMAXers.

Still... cannot fault the guy for liking the original 7. All those leaders are made in awesome. Even Miriam......

No question that the original seven are awesome.  Though I'd say "even Yang" rather than "even Miriam":  Miriam has her flaws, but the most favorable interpretation of living under her rule is a lot nicer than the most favorable interpretation of living under Yang.  (The least favorable interpretation of each is about comparable, though still somewhat nicer for Miriam.)
Title: Re: test SMAC AI patch, version l
Post by: Seleuceia on May 31, 2013, 05:33:40 PM

Keep in mind that you can use alphax.txt to switch the tech tree (including facilities/projects) back to the SMAC version and change spore launchers into mind worms and sealurks into isles of the deep, and then what you get is just SMAC plus fungal towers and a different AI.

I actually thought about that...especially since I'd get the gameplay additions like land bases getting 1 sea tile and the ability to free faction leaders etc...plus you get unique fx for each weapon....
Title: Re: test SMAC AI patch, version l
Post by: BFG on June 01, 2013, 02:48:38 AM
No question that the original seven are awesome.
I have to agree.  That's why I always play SMAX...but only with the original 7 :)
Title: Re: test SMAC AI patch, version l
Post by: Buster's Uncle on June 01, 2013, 03:31:07 AM
I don't think I've ever heard anyone try to claim the X factions are as good.

On the internet.

Where there are fans for everything, no matter how lame.
Title: Re: test SMAC AI patch, version l
Post by: Geo on June 01, 2013, 02:19:34 PM
Free-roaming Pirates anyone?  :P
Title: Re: test SMAC AI patch, version l
Post by: Green1 on June 01, 2013, 03:02:30 PM
Free-roaming Pirates anyone?  :P


The Pirates are pretty cool, but in my opinion they lack 2 things.

1) The AI does not play them as well as it should. Kyrub, if we begged hard enough, may be able to help here. AI does not do sea terraforming well or does the Pirate AI do typical player Pirate specific strats that make Sven OP. AI, for that matter, does not really do naval combat that well come to think of it.

2) Pirate Agenda: Pillage and Burn. Could use a Civ 4 Ragnar-like mechanic that allows them to "pillage" coastal bases. But, that is just me and that will NEVER happen. Bonus points for a more fleshed out story where he and his followers are marginalized by the rest of the crew to explain disdain and distrust. But, heh, I would be happy with more intelligent naval combat in general.

Pirates, though ARE a valid faction as much as the original 7. The Unity project would attract adventurers like Sven and if spectrometry had revealed a water planet around Alpha Centauri would bring someone like him. Heck, not only probably a talented PhD in Marine Biology but a stellar cartographer and astronomer too? Unfortunately, he managed to get past the psych evaluation as a nutcase.  But, viewing the other psychopaths that were in positions of power on that ship, he is not alone.
Title: Re: test SMAC AI patch, version l
Post by: Seleuceia on June 01, 2013, 05:42:43 PM
Pirates could be seen as an antithesis to the Hives ideology, though Angels also sort of fill that role...

I will say that many of my friends who played this game with me absolutely loved the pirates...but that was the only popular SMAX faction amongst us...
Title: Re: test SMAC AI patch, version l
Post by: Yitzi on June 02, 2013, 03:47:00 AM
The Pirates are pretty cool, but in my opinion they lack 2 things.

1) The AI does not play them as well as it should. Kyrub, if we begged hard enough, may be able to help here. AI does not do sea terraforming well or does the Pirate AI do typical player Pirate specific strats that make Sven OP. AI, for that matter, does not really do naval combat that well come to think of it.

What are those strategies, by the way?
Title: Re: test SMAC AI patch, version l
Post by: kyrub on April 08, 2014, 02:45:14 PM
Major update of SMAC_444 patch - about 70 assembly hits for a ruthless SMAC AI.
http://alphacentauri2.info/index.php?action=downloads;sa=downfile&id=164 (http://alphacentauri2.info/index.php?action=downloads;sa=downfile&id=164)

The patch does *not* work with SMAX (I am sorry, I had/have no time for it; I have not got even the time to finish this one).
The patch includes scient's latest patch, fixing a good number of bugs.

Features
- AI will stand up and fight in air wars. It builds a lot more AAA defenders, it uses planes for other things than bombing formers. You may see it use hit and drop tactic.
- AI will attack with while in "hurry" (with 2/3 strength etc.). It should counterattack from bases more.
- AI sees enemy probes as a primary target and may go long way to destroy them.
- AI uses more intelligent pattern for city spreading. AI colpods will now rarely walk half map somewhere.
- AIs ruthlessly exchanges technologies between themselves, hopefully this makes them competitive until later stages of the game.-
- AI likes buildings a lot more. It is able to rebuild its hedaquarters now. It loves orbital pods, tree farms etc.


This update was untested, only for crashes. I saw just 1 test game, the early signs were good, but who knows.
I'll be glad to hear reactions and feedback.
Title: Re: test SMAC AI patch, version l
Post by: Geo on April 08, 2014, 06:53:21 PM
Yay. :D
Title: Re: test SMAC AI patch, version l
Post by: diessa on April 22, 2014, 06:31:59 PM
Thank you, kyrub, for your continued work on SMAC 444. As someone who isn't playing the expansion, I appreciate it greatly! (Yitzi, your activity level with the expansion patch series is commendable, too!) I look forward to playing the newer versions.

I'm unable to access the most recent download file (file ID 164, so version [m]?); however, is file 164 the bugged patch that was removed earlier this week?
Title: Re: test SMAC AI patch, version l
Post by: Buster's Uncle on April 22, 2014, 06:56:14 PM
You want the latest version, anyway.  http://alphacentauri2.info/index.php?action=downloads;sa=view;down=165 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=165)
Title: Re: test SMAC AI patch, version l
Post by: diessa on April 24, 2014, 01:58:25 AM
I was using version [n], so thanks for pointing me to the latest version!
Title: Re: test SMAC AI patch, version l
Post by: Buster's Uncle on May 03, 2014, 05:49:39 AM
Bump.
Title: Re: test SMAC AI patch, version l
Post by: Geo on May 03, 2014, 03:37:35 PM
The reason being?
Title: Re: test SMAC AI patch, version l
Post by: Buster's Uncle on May 03, 2014, 03:42:18 PM
I've been catching up on posting the Altera Centauri scenario collection to AC2 and the auto threads here pushed a bunch of worthy recent CNN threads pages back, so when I finished for the night, I bumped several back up.

Alas, I'm not finished w/ Altera yet - but will be today or tomorrow.  It's a LOT of work.
Title: Re: test SMAC AI patch, version l
Post by: Geo on May 03, 2014, 04:10:56 PM
Alas, I'm not finished w/ Altera yet - but will be today or tomorrow.  It's a LOT of work.

Altera? Thought that was never finished? At least not on forum-that-should-not-be-named?
Title: Re: test SMAC AI patch, version l
Post by: Buster's Uncle on May 03, 2014, 04:13:31 PM
Beats me.  But there's ninety-some scenarios, and we've been remiss in copying over for more than two years now.  I'm trying to get our house in order before the BE release newb-flood comes.
Title: Re: test SMAC AI patch, version l
Post by: Buster's Uncle on May 04, 2014, 04:55:54 AM
Apologies to kyrub and everyone for the disruption of the folder.  Give the patch a try.
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