Many many thanks.
I am glad that you and your friends like my mod.
Did you also tested the other AIs that are available for FAF?
We always try to keep our AI mods compatible to each other, so you can also use different AIs together.
Many many thanks.
I am glad that you and your friends like my mod.
Did you also tested the other AIs that are available for FAF?
We always try to keep our AI mods compatible to each other, so you can also use different AIs together.
@uveso Yes, my friend and I just did a 2 v 2 versus an AIx-Swarm (Eternal) and an AIx-Uveso (Adaptive). Both mods worked perfectly! I got rushed by the Eternal and lost. 10/10
Does AI-Uveso currently work with Total Mayhem and the BlackOps mods? For the last 3-6 months only the Aeon AI plays well. Aeon builds plenty T4 of all types). UEF builds almost no T4 land. Very rarely I'll see them build a single Fatboy. It's definitely not a mass issue. This has been repeated across many games.
Thanks for reporting this.
I am not aware of any faction related bugs.
in case you have played online can you provide me a replay ID where this happened ?
https://replay.faforever.com/16710956
Total Mayhem & Blackops enabled. Cybran plays normal. UEF only builds T4 structures. We disabled teleporting, nukes, satellite, and a couple more. I can find more replays if needed.
Thaks a lot!
Well yes, the AIs can have wheird behaviors when you disable single units.
On the UEF side unit xeb2402 is always forced to build first. (Experimental Satellite System)
With no Satellite the UEF will not build the fatboy (or other category 3+ experimentals).
Also having the nuclear repulsor shields mod on and blocking the city and metro shield is also not advised.
They have a buildpriority of 12000 and 13000. Most builders have a priority of 1000 or less.
So in case the platoonformer selects a new building it will always select the shiled platoon first, but
can't start build because they are restricted.
The problem is, if the mod finds the village shields then its clear you can build shilds.
Restricting the upgrade will not be recognized by the mod.
@uveso I've played a few more games and the AI definitely plays better with all units enabled. Enabling nukes seems to make them smarter too. We've been able to disable cybran metropolis shields and have Cybran still play well. However, UEF seems to need everything enabled.
Would it be possible for the AI to know if city/metropolis shields are disabled?
Other odd quirks:
Update 27.Apr.2022(v100)
We've been playing with that update for a while. The AI is much smarter and harder now. Great update. Thanks! The game has slowed down significantly, but I think that's just the AI building a much larger army.
thanks for the feedback!
the new version is already finished and will be released this or next week.
Should be a bit better in performance and has some significant enhancements.
@Uveso
Hello There!
I've been testing other AIs for a while.
M27AI is the most impressive when it comes to eco management and great placement of structures but it lacks naval logic.
There are a few things that you could implement to improve the Uveso AI.
Since the no rush for game enders option Uveso struggles to pump all of his available eco into units. It's always overflowing alot, not making a good use of mass untill it can start making experimentals, arties and nukes. I would suggest improving its behaviour before the game ender timer, making it swarm players with everything it has (t3 land, air, navy).
I've also noticed a strange behavoiur with walls. It feels like the AI doesn't know how to counter it and gets stuck. The AI is piling lots of units outside of the walls and doesn't attack it or change path to overcome the obstacle. Unfortunately i don't have a specific replay that i can post to show the problem... it's something that I forgot to mention when I gave my feedback the first time. To fix this I would suggest simply making the AI treat walls like a standard enemy with low priority. Simply getting rid of it by attacking may work well.
I also have a suggestion regarding no rush for game ender option.
Could you split the option into 4 categories?
One for land and air experimentals, second specifficaly for nukes and nuke subs, third for t3 static arty and last for the t4 game enders.
It may get rid of the eco problem that i've mentioned before, because if we let the AI to make the land and air experimentals earlier, before other game enders, it would pump mass into them.
It also would make the game more fun for the players if we can decide about the flow of the game. For example if the AI can start making land and air experimentals min 20, we know what to expect and it's possible to get prepared, then the next phase would be nukes by min 25, then static arties after 30 and t4 game enders late in the game 35~40 min.
I'm looking forward for the future improvements!
Hey radde!
Thanks for the good feedback. Is always a pleasure to read it.
I have alrady an update for the AI since end of may.
Sadly i suffer from long covid since may (need to sleeping all the day)
So all the time I'm awake I spend doing my job
nevertheless i will try to bring the update as soon as possible
(need to write the patchlog and remove some debug lines)
Update 17.Jul.2022(v101)
Update 21.Jul.2022(v102)
Update 31.Jul.2022(v103)
v104 (01.Aug.2022)
Update 06.Sep.2022(v105)
Update 05.Oct.2022(v107)
Note:
The new marker generator is ported from the Sanctuary-RTS game i am working on.
With the kind permission and support of Enhearten Media