• M28AI Devlog (v226)

    571 a day ago
    18 Dec 2022, 20:23
    18 Votes
    571 Posts
    2m Views

    v226 Update
    12 Updates, including:

    Refinements to Inties/ASFs to make them more cautious if the enemy has an air threat in an adjacent zone to the one it plans on defending, or if lots of airAA units have been sent for refueling Several tweaks to the first bomber for some rare cases where they'd get stuck not attacking a unit, and to consider hover-bombing before firing their first bomb ACUs should be more likely to run from approaching land experimentals 4 mod specific changes, including removing AA threat from ACUs in QUIET, recognising if bombers in QUIET/LOUD fire salvos, and increasing the AirAA M28 wants to defend friendly targets

    Acknowledgements

    Vortex - QUIET replay on big wonder Little Tank – Replay and highlighting a strange M28 message (where it just said “1” in chat, when it should’ve been saying it had gifted a mex) Zhanghm – Log with some error messages relating to a unit mod
  • AI Development Guide and M27AI v81 Devlog

    14 Aug 2021, 20:10
    15 Votes
    219 Posts
    61k Views

    Hi, I'd recommend M28 for better mod compatibility. Although in theory M27 should work with unit mods, I'm not actively looking to expand it's compatibility, and in the case of BrewLAN as the FAF vault version is broken (at least the last few times I've checked) it's not something I'd be looking to fix at this stage (although if the FAF vault version does get fixed then I'd be open to investigating the issue you mention of M27 not working at all with the mod enabled)

  • AI-Uveso (v116) - AI mod for FAForever

    5 Oct 2020, 22:19
    9 Votes
    162 Posts
    51k Views

    Update 14.Dec.2024(v114)

    New: Platoons will now merge if engaged in combat and nearby. Fix: Resolved an issue where RepeatBuild could potentially cause a stack overflow. Fix: Fixed a bug where the BuilderName was deleted after using the AirUnitRefit functionality. Fix: Added an upgrade mechanism for Tech3 factories when the economy is fully saturated. Fix: The hover platoon former will now only be created if there is no land path available to the enemy. Fix: Fixed tactical missile not targeting Heavy Assault units from the Total Mayhem mod. Fix: Fixed a bug in attack function when a platoon unit is dead. Opt: Increased the priority of panic builders. Opt: Units constructed by panic builders will now push aggressively into enemy lines. Opt: Introduced a new former for managing Total Mayhem spam and panic situations. Opt: Units fighting near corners will now maneuver around corners if their line of sight is obstructed. Opt: The Ecomanager will no longer pause the construction of strategic missile defense systems. Opt: Strategic missile defense systems will now automatically begin construction if a nuclear submarine is detected. Opt: Updated formers specifically for the Total Mayhem mod. Opt: Added builder for transport needed and transport wanted. Opt: Engineers will now assist only if mass storage is over 50% to prevent eco stall. Opt: Naval expansions will now build a factory first instead of defense. Opt: Reduced the number of naval base builders to prevent double builds on the same spot.
  • Mini27AI

    17 May 2024, 12:04
    7 Votes
    2 Posts
    317 Views

    V2 update - fixed a bug where attacking units wouldnt get new orders when their target was dead.

    Also updated the wiki with a diagram of how the logic works:
    https://wiki.faforever.com/en/Development/AI/AI-Modding#overview-of-mini27ais-logic

  • AI-Swarm - AI Mod For FAForever

    Moved 19 Aug 2020, 20:03
    6 Votes
    3 Posts
    4k Views

    A new version of the mod, AI-Swarm (Fixed) has been uploaded to the FAF vault. This is based on the latest release of AI-Swarm (v285) by Azraaa, with some fixes by Relent0r so that it works in FAF again.

  • 4 Votes
    48 Posts
    7k Views

    Updated the Header and the first few posts to be pertinent to the upcoming RCVII.

    Deleted many posts relating to the last 2 RC's, so...
    many of the comments by others, map appear out of context, to
    this upcoming tournament.

    Will start posting updates and maps on this forum in next few days.

    Any questions about the upcoming Tournament are welcome below.
    Thanks for feedback.

  • 0 Votes
    3 Posts
    332 Views

    @orangerobot Were you playing with any mods?

    In the Create Game screen, which Game Type did you have selected (FAF, FAF Beta Balance, FAF Develop or Nomads)?

    Also, please go to client > top left menu > Show logs folder > logs > sort by Date Modified. From there, drag/drop the most recent game log file (should be of the game that you experienced this issue in) into here so those that can help (not me) have that data to look at.

  • AI descriptions

    11 Feb 2023, 17:39
    1 Votes
    8 Posts
    907 Views

    I believe Uveso updated his AI today, Swarm is currently waiting on the developer to update.

  • Monthly AI Tourney Series

    27 Nov 2021, 11:32
    11 Votes
    29 Posts
    5k Views

    I am playing a lot on the dark heart so i can give some feedback, i am not sure though if those observations only apply to this map. I switched from M27 to M28 as ally because he stays in base with com and i avoid those early 5-15min deaths that ruin the game. 1v1 vs M27 is a different story though, as there he will be attacking u with com and it will be hard to defend + snipe him.

    So as far as M27, if i was doing things i would set a hard time limit as to how long commander is allowed outside the base. Snipes from 10 onwards are to easy and he mostly has no air cover. If you wonder far enough from base, it gives enemies plenty of time to make enough snipe tools even if you start straight for your base right away. I noticed that M27 and RNG, even in minute 30, they will occasionaly venture to middle of map, collect some mass, extractors .. again, i think i would set a hard limit and put commander to the safest place possible. The fact that M27 wonders around area marked with yellow makes me belive he thinks he is safe in the water. I would prefer him moved to the water behind the island, with enough AA on main island to hopefuly prevent any over island torp bomber attempts.

    M28 is as far as economy goes not far from M27, i even like the fact that he builds factories in remote mass extractor bases sometimes. But with that mass he seems to be less dangerous. But once base is built, you have a very reliable ally at home that will keep his base safe.

    2 ideas that i had but i am not sure if its even possible to implement, i would have to look at the files myself. First is use of signals. For instance, even in best scenarios, something can go wrong and commander will maybe follow enemy engineer and wonder far away. It would be cool if you could use 1 of the 3 signals and that would move his com to that location. As an alternative, i see M27 and M28 greet eachother at the start of battle, maybe they could also listen to some of the ally advices, like, move com back to base, help me in my base, hold skies clear. That would simulate a real person ally to some degree.

    Keep up the good work and if you have any ideas of interesting scenarios i can simulate, let me know. So far i am enjoying those AI's i use more than real players. And my playing has improved a lot more than it did before where in 6v6 i did the always same predictable things and enemy also always was completely predictable and either killed you before you could learn anything or was so bad that it offered no learning experience.

    ps: i used M27, M28 and RNG in quite a few battles so far and had absolutely no tehnical problems, desync, lagging, etc. I did have issues with core game itself, mostly things like putting bug on patrol in the mid of base, only to see it follow a spy plane back to enemy base and get killed when i look elsewhere. Same with commander on patrol. Should be limited by how far from patrol area u can run after an unit before going back. Probably i am doing something wrong, using the wrong command.

    The_Dark_Heart_preview.jpg

  • Support ACU Assist order code

    23 Aug 2021, 13:08
    0 Votes
    5 Posts
    621 Views

    Well maybe the platoon builder has a template that is only using engineers, or Subcommander are excluded from the assist function.

    SACUs are excluded from the engineer platoons here:
    https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/AI/OpAI/BaseManagerPlatoonThreads.lua#L45

    Also SACUs are not allowed to perma assist a factory:
    https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/AI/OpAI/BaseManagerPlatoonThreads.lua#L45

    These need to be changed or those functions are useless for platoons with SACUs.

  • DilliDalli - 1v1 specialist AI

    6 Jul 2021, 22:25
    7 Votes
    13 Posts
    3k Views

    There's such a thing as too spicy!

  • Help with beginner AI development

    30 Jun 2021, 21:31
    2 Votes
    3 Posts
    488 Views

    @maudlin27

    if you want to know what the AI is actual building and what platoonbuilder is used for it, then you could use my AI mod to debug this.

    If activated my mod provides the following debug outputs:
    DEBUG: AI Platoon names will show the name of the actual platoon on every unit.
    DEBUG: AI BuilderManager will print the actual ordered buildplatoon to the moho debug window ([F9])

    [Edit] if you need help with debugging, just post your mod here or on discord and we will look at it.

  • AI Default Settings

    27 Nov 2020, 20:12
    0 Votes
    6 Posts
    1k Views

    Good summary. A lot really has to do with both the AI's intentions with naval expansions - and the map makers understanding of how the AI interacts with the markers.

    Each AI can, and often does, have different parameters for WHEN to expand, and how far to expand. As a result, the experience can vary rather wildly.

    The AI developers have recently been talking about some logic to better understand what kind of naval investment is necessary, depending upon just how big a map is - and what % of the map is actually water. The idea being that the AI becomes aware that no matter what the markers may indicate - this map just isn't viable for naval work - or it's so significant that it should work much harder on naval.