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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!

    Neural networks for creating mods

    Scheduled Pinned Locked Moved Modding & Tools
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    • cychwa_klaymbergC Offline
      cychwa_klaymberg
      last edited by

      Greetings to all - esteemed players and members of the Supreme Commander community.
      I’ve started noticing mods in the repository that, according to their descriptions, were created using neural networks. I’d like those with experience to share some information: which neural networks do you use - or recommend using to create Supreme Commander mods? Also, what is the barrier to entry like for working with these tools? How effective is their use, and is much rework required?
      Thank you for your answers!

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      • NuggetsN Offline
        Nuggets FAF Association Board
        last edited by

        I assume with neural networks you just mean AI?
        For me I use claude. I'm not sure how much difference it makes with other AI for example, but there is a big difference if you use the free version and the models locked behind pro (at least for claude).
        Getting into it is fairly easy but expect A LOT of mistakes. Nowadays claude barely does any mistakes for me because of all the context, memory and instructions it has collected over time (lots of bug fixing / finding out what is causing what).

        So TLDR: If you just start, expect testing, retesting, reworking quite a bit. Once you have used it a lot it gets WAY less to almost nonexistent.

        I would say its worth it, but requires some effort and time early on. (ATM i am using Opus 5.5 which has recently released)

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        • N Offline
          Nomander Balance Team @Nuggets
          last edited by

          @Nuggets Do you think there's some generic or simple instructions/skills that you could share?

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