

Author: 	Alexander 'submarine' Seizinger		icq: 138100896		alexander.seizinger@gmx.net


Installation: 	Please delete older version than AAI 0.60 of AAI before installing AAI 0.62!

		Simply copy aai.ddl into your /aidll/globalai/ folder and make sure, the following subfolders exist:
		\globalai\aai		-> readme, faq and different logs 
		\globalai\aai\learn\map	-> map learn files
		\globalai\aai\learn\mod	-> mod learn files
		\globalai\aai\cfg\map	-> map config files
		\globalai\aai\cfg\mod	-> mod config files
		\globalai\aai\cache	-> map data (metal spots, water, etc)

		If these folders do not exist, AAI will crash!

		Please note, that there are hardly any buildtables included in this release. AAI should make better 
		unit choices after a while. For further information, have a look at the AAI FAQ.

		Furthermore i want to emphasize that there are quite some opportunities to change/improve AAI's way of
		playing the game. Have a look at the cfg/help/mod.cfg for further information. If you think you created 
		a cfg file which makes AAI playing much better than with the default ones, i'd appreciate if you send 
		it to me to include it in future releases.

	
AAI v0.63	- AAI now upgrades radars/jammers 
	
		- Added MIN_FACTORIES_FOR_RADAR_JAMMER statement to mod cfg

		- Added support for Expand&Exterminate

		- Added support for mods with buildings as starting units (like AATA)

		- Added mod cfg file for BoTA (thx to yuri)

		- Tweaked defence building selection
	
		- AAI now prefers armed metal extractors when building far away from its main base

		- Fixed some bugs in the BuildTable (buildtable version changed)

		- Fixed a bug causing the buildmap not to be cleared when a building has been destroyed

		- Fixed a bug concerning speed groups

		- Fixed various crashbugs (big thank you to nicke for helping me finding them)

			

AAI v0.60:	(AAI's folder structure changed as well as all cache/learning files - i heavily recommend deleting old 
		 AAI versions before installing AAI 0.60)
	
		- Experimental water map support, view FAQ for more details

		- Changed buildtable: Hover crafts got their own category (no longer part of ground units) and several
		  code cleanups to optimize speed

		- AAI remembers which usefulness of different assault categories and orders further combat units based on 
		  that (i hope this will especially help adjusting the amount of land, hover and sea units aai uses on a 
		  mixed land/water map) 
	
		- Added support for stationary artillery (e.g. berthas) (added MAX_STAT_ARTY statement to mod cfg)

		- Added support for air repair pads (added MAX_AIR_BASE statement to mod cfg)
		  edit: seems to be broken somehow 

		- Added support for several factories of the same type (added MAX_FACTORIES_PER_TYPE statement to mod cfg)

		- AAI now defends extractors outside its base up to a certain max dinstace with cheap defence buildings
		  (added MAX_MEX_DEFENCE_DISTANCE statement to mod cfg)		

		- Builder selection improved, AAI now uses closest idle builder

		- AAI now sorts combat units into groups according to their max speed 
		  (added UNITS_SPEED_SUBGROUPS statement to mod cfg)

		- Improved Air Force handling (added MAX_AIR_GROUP_SIZE, MIN_AIR_SUPPORT_EFFICIENCY statement to mod cfg)
			
		- Improved/Fixed several mod cfg files

		- Improved ressource management/AAI will now upgrade extractors to better ones

		- Improved defence building selection

		- Fixed a bug that crashed game right at the start on certain maps (eg. Battle Holmes)
		  (thx to HiEnergy for reporting this bug)

		- Fixed a few crashbugs

		- Fixed various smaller issues/bugs

		- Extended memory sharing between multiple instances of AAI and fixed a shared memory related crashbug
		


AAI v0.55:	- AAI is now compatible with the modified ai interface of spring 0.70	
	
		- Extended map learning files/every mod now creates own map learing files

		- AAI tries not to send builders in setors which turned out to be too dangerous

		- Fixed a rounding related crashbug

		- Fixed a bug causing AAI to stop constructing new buidlings

		- Fixed a bug causing AAI to build rows of sensor towers in SW:TA			

		- Fixed several bugs in the energy management causing aai not to build any further power plants



AAI v0.50:	- Completly new ressource management system (will be further improved in the next versions)

		- Buildtable will now be shared by all instances of AAI (this mainly reduces aai's memory usage as well as 
		  a slight increase in loading time when running more than one aai-player at the same time) 

		- Improved factory/builder request system/modified buildtable, to be able to add support for AATA	

		- Improved radar/jammer placement

		- AAI now builds metal makers and storage buidlings
	
		- Added support for metal maps 

		- Added support for air units only mods (e.g. Final Frontier)

		- Added a general.cfg holding information that is used for all mods (e.g. allowing users to adjust how much
		  cpu-power AAI takes for scouting)
		
		- Fixed a bug when AAI stopped building after completing a few buildings

		- Fixed a bug that crashed AAI right at the beginning on certain maps (especially metal maps)
		  (thx to IMSabbel for reporting this bug)

		- Fixed a few crashbugs

		- Added mod support: Final Frontier, Gundam Annihilation

		  

AAI v0.40:	- Scouting redone
 
		- Construction units now assist other builders/factories when needed

		- Added support for mods with more than two sides -> cfg files changed, replace with new ones
		
		- Improved building placement (aai now prevents "diagonal rows"), fixed a building placement 
		  related crashbug as well

		- AAI now uses radar

		- AAI now uses air units

		- Hopefully fixed a bug concerning blocked buildsites


AAI v0.30: 	- AAI now builds defence buildings (will be extended later on)

		- Improved expansion
	
		- All learning/cache files now contain an internal version to provide better compatibility in the future. 
		  if there will be any changes in the future newer file versions will be created automatically

		- Fixed various bugs, AAI should be running much more stable now

		- Switched to krogothe's mex spot algorithm


AAI v0.20: 	- First released version

		- Completely rewritten metal/energy management -> still not working very good

		- Improved selection of more expensive units (prevents AAI from building level 2 
		  units too early (in most cases...))

		- A certain amount of units will be build to counter air units

		- Various minor fixes and code improvements


AAI v0.10: 	(internal version)

		- Works with different mods (see config file section for more information)
		
		- AI builds a little base 

		- AI builds all kinds of units and tries to attack enemy bases

		- AI learns about important locations in a map on its own 
		  (and saves results in a learning-file)



Known bugs/	- AAI sometimes suffers from a bug in the pathfinding (units sometimes get stuck when close 
Limitations:	  to buildings/objects)

		- Game crashes when ai units get captured

		- No support for water maps

		- AAI does not use nukes, antinukes, emp missiles



Thanks to: 	- TA Spring devs for creating the best open source rts game i know

		- Jelmer 'Zaphod' Cnossen for some functions and a lot of helpful discussions

		- Krogothe for his mex spot algorithm

		- IMSabbel for bug reports and a lot of pre-release testing

		- Yuritch for a lot of testing and providing me with improved mod config file 

		- HiEnergy for a lot of testing

		- All other testers who are not listed here
	
		- Niclaskfor porting/compiling the linux version of AAI
		
		- All other people who gave some feedback 



Mod Support:	AAI must know the internal names of the starting units of the different sides 
		(e.g. ARMCOM and CORCOM for most TA-mods). There are also some constants you 
		want to play with, so AAI tries to load the config from a file in the aai subfolder. 
		The name must be the same as the modname, with ".cfg" extension (e.g. xta_se_v066.cfg 
		for XTA mod). If no config file is found, aai will use its standard values.
		See example.cfg for more information.
		
		By default, AAI has cfg files to support the following mods:
		- XTA 0.66
		- XTA Pimped Edition V5
		- TA:WD 5.65
		- AA 1.44 Standard
		- AA 1.44 Forge
		- AA 1.44 HoverCraft mod
		- OTA Shiny 5.5
		- OTA Classic 5.5
		- BoTA 1.2
		- KuroTA 0.47
		- Star Wars 1.0
		- TLL 1.04
		- FF 1.15 
		- Gundam Annihilation 0.98
		- Expand & Exterminate
		
		Remember due to updates of these mods the filenames might change as well, so you have
		to rename the .cfg files.
