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!
  • M28AI Devlog (v302)

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    maudlin27M
    v302 Update New sim city mode - M28 handles giving combat units orders while you focus on ordering around engineers and deciding what factories will build. Available as part of the "M28: Combined AI-Human armies?" game settings (along with the MOBA mode) 3 changes based on AI survival replay, including making units less likely to suicide into an enemy firebase, and prompting if the players haven't allowed M28 full control of attack waves 17 changes for Cybran Mission 6, including making aircraft carriers run sooner from enemy naval threats, mobile sonar no longer receiving orders as though it is an amphibious unit, and gunships and torpedo bombers being more likely to attack a nearby enemy if it is too far forward from AA defences in the area (even if the AA defences are too much for a more general assault) Acknowledgements Rama - Highlighting M28 replay involving the AI survival mod
  • Monthly AI Tourney Series

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    maudlin27M
    After many years I've finally got around to doing a new AI vs AI tournament. Have created a separate thread in the tournaments page since only 2 of the AI (M28 and RNG) are (as far as I'm aware) under active development so felt like it belonged more to the tournaments section than here: https://forum.faforever.com/topic/9755/ai-vs-ai-tournament-series
  • AI-Uveso (v116) - AI mod for FAForever

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    UvesoU
    @sinhosie This version will not spawn additional units for humans. Only for AI. (Have in mind if you want to play this with friends, everyone need this mod installed. You can have the original and this mod in the same directory but don't activate both at the same time ) AllFactions_FAF_BO_Nomads_AIONLY-V1.zip
  • AI Development Guide and M27AI v81 Devlog

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    maudlin27M
    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)
  • Mini27AI

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    maudlin27M
    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

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    maudlin27M
    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.
  • RCVIII - 4v4 - AI Tournament Suggestions/Chat

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    FearghalF
    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.
  • advanced AI not working in the latest patch.

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    MostLostNoobM
    @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

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    R
    I believe Uveso updated his AI today, Swarm is currently waiting on the developer to update.
  • Support ACU Assist order code

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    UvesoU
    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

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    S
    There's such a thing as too spicy!
  • Help with beginner AI development

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    UvesoU
    @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

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    S
    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.