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    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!

    AI-Uveso (v116) - AI mod for FAForever

    Scheduled Pinned Locked Moved AI development
    165 Posts 43 Posters 54.0k Views 4 Watching
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    • UvesoU Offline
      Uveso
      last edited by

      Update 23.Aug.2023(v112)

      • Fix: fixed an error in unit upgrade function
      • Fix: added unit templates to upgrade support factories
      1 Reply Last reply Reply Quote 3
      • S Offline
        strutman12345
        last edited by strutman12345

        Hey @Uveso , I've been having crashes when running only AI-Uveso alone with no other mods. As well, when I seperately run total mayhem without AI-Uveso (Because Uveso crashes), there is no icon support. I have downloaded both mods through FAF vault. I also got a notification each time saying "failed to save dump file to... (temp directory)"

        1 Reply Last reply Reply Quote 0
        • UvesoU Offline
          Uveso
          last edited by

          @strutman12345

          can you provide me a game.log?

          R 1 Reply Last reply Reply Quote 0
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          • J Offline
            JuggernautOfWar
            last edited by JuggernautOfWar

            I'm not sure if this is a bug or feature; but the AI seems to deploy units to the front line in a rather strange pattern. The AI sends their land units in a single-file line towards their enemy, where they are easily picked off since they are essentially marching into the jaws of death one by one. This results in the map overview consisting of lines of units going from Base A to Base B, without much in the way of maneuvering, formations, or basic unit structure.

            Is this intended behavior, or have I messed something up on my end? Only other mods I am using are Total Mayhem and the BlackOps collection. All mods downloaded through the Vault.

            1 Reply Last reply Reply Quote 0
            • R Offline
              Romaman @Uveso
              last edited by Romaman

              Hi @Uveso
              Does your AI support units from Brewlan mod?
              And maybe you know, what other FAF standard/custom AIs (except LOUD) support this mod

              DeribusD 1 Reply Last reply Reply Quote 0
              • DeribusD Offline
                Deribus Moderator @Romaman
                last edited by

                @romaman f29a11d0-97d2-40c2-96b9-f4ece7fa182c-image.png

                1 Reply Last reply Reply Quote 1
                • UvesoU Offline
                  Uveso
                  last edited by

                  Update 19.Nov.2024 (v113)

                  • Fix: Fixed some typos in upgrade templates
                  • Fix: Marker print to log
                  • Fix: Naval factory template names
                  • Fix: Land factory template names
                  • Fix: Add safeguard for function ComHealth(cdr)
                  • Fix: CategoriesHash indexing
                  • Fix: Resolved bug in AddFactoryToClosestManager function due to missing LocationType.
                  • Fix: Removed unused funktion GetMarkerGridPositionFromIndex
                  • Fix: Added helper function for missing named indexes in MASTERCHAIN.
                  • Opt: Scouts no longer create a path; they now fly straight to the destination.
                  • Opt: Replaced self:GetBlueprint() with self.Blueprint for improved performance.
                  • Opt: Cached position for GetHeatMapGridPositionFromIndex
                  1 Reply Last reply Reply Quote 3
                  • UvesoU Offline
                    Uveso
                    last edited by

                    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.
                    1 Reply Last reply Reply Quote 1
                    • S Offline
                      sinhosie
                      last edited by

                      @Uveso I am wondering if you can please create a version of your All Factions mod where only the AI gets all the commanders. That will work with any AI yours and the M28AI and others available. I would greatly appreciate it.

                      Thank You very much
                      --sinhosie

                      1 Reply Last reply Reply Quote 0
                      • D Offline
                        Defiant
                        last edited by

                        Thank you for Uveso!

                        1 Reply Last reply Reply Quote 0
                        • UvesoU Offline
                          Uveso
                          last edited by

                          @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

                          1 Reply Last reply Reply Quote 1

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