The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

Subcategories

  • 346 Topics
    4k Posts
    J
    DualGap AI v3 — a team command and a new Master bot Version 3 is now in the mod vault. Enable DualGap AI in the mod manager and pick a level in the lobby: AI: DualGap Easy / Normal / Hard / Expert / Master (or the AIx versions with extra resources). v2 made the bots work as a team. In v3 the team has a command, and every bot plays from scouting only. There is also a new top level, Master, that fights on the move. Difficulty levels Level Lobby rating What it means Easy 300 Slow reactions, no team commands, no ACU tricks Normal 500 Team commands with a rough estimate of the enemy, ACU tricks Hard 700 Nearly full speed, air sweeps, bomber follow-ups Expert 850 The full v2-style bot with the team command Master 1000 Expert + attack on the move and contact tactics The ratings are for Dual Gap's 20x20 and lower on other maps. They are my best guess so far, so tell me if they feel off. What's new in v3 Team command Each team has a general staff. It compares our forces with what we know of the enemy's, zone by zone: upper mid, lower mid, water, air. Then it sets attack / hold / defend for each zone. It remembers enemy forces that went out of sight and doesn't flip-flop. Land, air, naval and strategic commands turn that into jobs. The upper AIR backs the land with gunships, the lower AIR backs the navy with torpedo bombers. A mid that is winning helps the one that is losing. The strategic command picks which enemy game ender to kill first and drops plans that can't work (no nukes into 3+ anti-nukes). Plays from scouting only, on every level A unit's type is known only once it has been seen. Radar blips are just blips. Shields count as up unless they were seen down. Blind nukes only go at a base the team has actually scouted. Master: fighting like a player Units attack on the move: direct-fire units walk and shoot instead of stopping in front of the enemy. Artillery still stops, and structures still get attack-moved. Fleets strafe back and forth across their target. In contact, a wave compares everything of ours around it with what it sees, including weapon range, then picks a tactic: push through when much stronger; a concave arc in an even fight; kiting when its weapons outrange the enemy's; holding a fortified line and baiting the enemy onto it; splitting around an enemy land T4; pulling back when the fight is lost. Artillery and battleships stand off behind the tanks. Units standing still focus fire. Damaged T2/T3 units go back for repairs. The Mavor can hit a hidden ACU under water with splash. Land war Defence lines across the land mid: the base passes, a second line, the mid defensive points and the centre. Each GROUND holds one line, moves up when it is stronger and falls back when it is weaker, unless the line is fortified. The upper bases close their own passes with T2 point defences. When the army at the line is overwhelming, it goes all-in and clears the enemy bases of its group one by one. Experimentals never retreat with the wave. A Ythotha dying among the enemy is a bomb. Defence Every role defends its base under siege: point defences against land, TMD against ships and tactical missiles, torpedo launchers against ships. If a base is getting shelled by artillery, it puts shields over the spot that is being hit. If a base is wiped out, the hidden ACU comes out and rebuilds it. Artillery, nukes, satellites The enemy anti-nuke comes before mexes when the team has a nuke. No lone missiles go into anti-nuke cover. Artillery and Novax burn the engineers that keep rebuilding a game ender or anti-nuke. Finishing the game A beaten enemy whose ACU hides under water gets hunted right away. Torpedo bombers fly in groups along the river, and fleets with nothing in sight sweep the enemy's deep water. Nukes can go after a seen hidden ACU. Variety Each bot rolls its own habits every game: timings, factory count, unit mix. Every land wave picks a manoeuvre: straight in, along the cliffs or the shore, down the middle, or waiting to go in as a double wave. Small raids hit unguarded mexes, and the bombers' focus rotates between the enemy's T3 economy, upgraded mexes and static defences. Economy In an energy stall, engineers drop non-urgent projects and build power. Far jobs go to the nearest free engineer, so there is less running across the map. Feedback Replays and logs are very welcome, especially games where the bots did something dumb. The bots log what they decide, so a game log usually shows why. Master is brand new, so reports on how it fights are the most useful right now. Full changelog: https://github.com/jaxxtrend/faf-dualgap-ai/blob/main/CHANGELOG.md Release: https://github.com/jaxxtrend/faf-dualgap-ai/releases/tag/faf-v3 Source: https://github.com/jaxxtrend/faf-dualgap-ai
  • 113 Topics
    1k Posts
    LimeZ3_L
    @Szasz I recon that AI markers can be yet another tensor layer to the diffusion model. Explained simply: 3d texture = tensor layer textures = tensor layer game logic (even if hidden) = tensor layer Everything you can annotate or somehow infer from already existing maps can teach the model. So if you have good maps with already existing AI markers, the model can learn from it and create AI markers for new maps. Although I must say that is currently out of scope for my project
  • Blog posts from individual members

    71 Topics
    505 Posts
    N
    I have created a mod that dumps unit information and economy information into the game log. It is on the vault called unit logger. I created some python code that runs multiple instances of FAF at once on a linux server with this mod enabled and goers through a folder full of replays at high gamespeed generating this data. I created a seperate python program to parse out the log into an unitfile displaying "GameTick,Army,EntityId,UnitId,FractionComplete,Position.x,Position.y,Position.z,MaxHealth,Health,ShieldRatio,IsIdle,MassKilled" and an economy file displaying GameTick,Army,lastUseRequested.MASS,lastUseRequested.ENERGY,lastUseActual.MASS,lastUseActual.ENERGY,stored.MASS,stored.ENERGY,income.MASS,income.ENERGY,maxStorage.MASS,maxStorage.ENERGY,reclaimed.MASS,reclaimed.ENERGY This was done a year ago or so. I have processed 659 replays creating 12GB of CSV files (compressed to ~ 300mb) of unit positions with time, player economies, and if players won or lost. From this data you can absolutley get insight into what units built at what time correlate to a win. If you would like this data please message me. https://forum.faforever.com/topic/7746/unit-logger-mod?_=1756499882431
  • 13 Topics
    1k Posts
    maudlin27M
    @Malitarh For future reference if playing offline then the replay should be saved as LastGame.SCFAReplay against your profile name (I don't have the normal location to hand though as I use linux now, but it's probably ...Documents/My Games/Gas Powered Games/Supreme Commander Forged Alliance/replays/[Profile name])
  • Join the FAF Team: Exciting Opportunities for Contributors!

    Pinned Locked
    1
    9
    9 Votes
    1 Posts
    1k Views
    No one has replied
  • Supcom/Moho engine rewrite

    23
    3
    14 Votes
    23 Posts
    1k Views
    wilson_W
    Did I just read that we could potentially get rid of p2p?
  • Supcom engine rewrite

    10
    1
    2 Votes
    10 Posts
    329 Views
    B
    https://www.youtube.com/watch?v=NSIxzmGBaqc this is 4vs4 both match. There is definitely a long list of what is missing but it's playable. I'll post my own game after weekend.
  • got m4 mac mini (arm) support to work

    5
    4 Votes
    5 Posts
    248 Views
    ?
    Made PRs for it: https://github.com/FAForever/downlords-faf-client/pull/3504 https://github.com/FAForever/uid/pull/17
  • Looking for people to grade for an upcoming mapping tournament!

    4
    4 Votes
    4 Posts
    185 Views
    StrydxrS
    I'd be interested
  • FAFLive Team Formation & Recruitment

    1
    3 Votes
    1 Posts
    79 Views
    No one has replied
  • Looking for New Client Maintainer

    20
    7 Votes
    20 Posts
    2k Views
    S
    If you are interested then you should feel free to reach out to me or start by tackling some of the issues to get an introduction to the code base.
  • Time to move on

    17
    7 Votes
    17 Posts
    2k Views
    T
    Goodbye gamers 🫡
  • Personal/Custom Avatars

    100
    4 Votes
    100 Posts
    13k Views
    NOC-N
    If you want avatar rules and guidelines. I can write 1 up just going to take a bit of time due to work and life
  • Redux Strategic Icons

    19
    3
    7 Votes
    19 Posts
    4k Views
    D
    It works, but the icon borders look like an 8-bit game. Apparently the Advanced Strategic icons mod takes a different approach. Interesting fact that this command does not scale the flying nuke icon. But it was scaled when the nxt file worked.
  • MEXes visual feature or a bug?

    1
    1
    0 Votes
    1 Posts
    226 Views
    No one has replied
  • Coop Mission DevLog

    16
    5 Votes
    16 Posts
    2k Views
    LLIALLIJIbIKL
    If you wanna try it in COOP Dev discord server there is a link in public uploads. You can also discuss this mission there.
  • Developers Iteration IV of 2023

    29
    1
    2 Votes
    29 Posts
    4k Views
    JipJ
    The first hotfix is out. You can read more about it in this topic or on Github
  • Lua Debugger

    1
    0 Votes
    1 Posts
    196 Views
    No one has replied
  • Where are my wiki edits?

    12
    0 Votes
    12 Posts
    901 Views
    SpikeyNoobS
    @melanol Seems like a Jip thing rn. But he is away for a few days. Im sure he will help u once he is back.
  • Suggest new loading tips

    16
    0 Votes
    16 Posts
    1k Views
    JipJ
    Also don't know if this includes mobile shields. Yes it does
  • 6 Votes
    1 Posts
    229 Views
    No one has replied
  • Reclaim Info on wrong Screen

    9
    0 Votes
    9 Posts
    804 Views
    S
    @indexlibrorum It is the primary in windows. I have FAF running in single monitor, windowed mode with the window spanning both monitors and running dual screen inside FAF (not dual monitor). FAF doesn't have a setting to designate right/left as primary.
  • Developers Iteration I of 2023

    Moved
    71
    1
    21 Votes
    71 Posts
    239k Views
    JipJ
    A wrench, of course edit: apparently that was a pretty bad typo
  • Wars of Glory (WoG) Milestone 170

    11
    3
    5 Votes
    11 Posts
    85k Views
    ?
    Post deleted.