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An "Unlimited Unit Cap" Option

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  • C
    CheeseBerry @Uveso
    last edited by 16 May 2021, 13:18

    @uveso It seems to me that you are assuming that I want to set the unit cap to literally infinity.
    As mentioned in my first post, I don't think a literally infinite unit cap is even possible. Finite hardware and all that.

    Are you saying that there is not just some global variable or equivalent that one can change from 1500 to e.g. 15000 as Corva suggested?

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    • U
      Uveso
      last edited by 16 May 2021, 19:13

      @CheeseBerry

      Yes that's exactly the point. (thats why i also pointed to all related functions)
      If you took a look at those functions you will see that an unitcap of 'infinite ' or 15000 will break some AI functions.

      There are tactical decisions based on unit count that can't work with extreme numbers like 15000+.

      Nothing that can't be fixed, but its not a single line of change.
      Its more like 1-2 hour work of coding and 1-2 Days of testing and rebalancing the AI.

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      • F
        FemtoZetta
        last edited by 16 May 2021, 19:16

        I don't think he's concerned about AI at all, he's just talking about pvp games.

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        • U
          Uveso
          last edited by 16 May 2021, 19:39

          @FemtoZetta

          I have no opinion on this.
          I am only providing information about what is needed to change unitcap in SupCom.

          And in case someone decides to implement this, then all should have in mind this change can take a while.
          Its not only the GPG and Sorian AI that need to be patched. Also my and all other AI mods need a fix then.

          As i said before, its not just a single line to change.
          (This shouldn't discourage anyone from asking, it's just a fact.)

          1 Reply Last reply Reply Quote 1
          • V
            veteranashe
            last edited by 17 May 2021, 03:17

            Just saw a game with a mod with raised unit cap x4

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            • F
              furyritchie
              last edited by 17 May 2021, 06:00

              One good thing about the unit cap is that you can't spam t1 only you need to upgrade to t2, t3, experimentals and other structures etc.

              Former Board Member - March 2021 - March 2022

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              • U
                Uveso
                last edited by 17 May 2021, 12:34

                @veteranashe

                the mod you mentioned is not changing the game functions.

                The mod is patching all units in blueprint.lua like:

                Blueprint.General.CapCost = Blueprint.General.CapCost * 0.25
                

                Its changing the need of cap for a unit.

                This is the worst way to do it.
                Absolutely incompatible with AI functions and every unit count function in the game.
                (the cap is only visible for the c-engine not for LUA code)

                C 1 Reply Last reply 17 May 2021, 19:36 Reply Quote 0
                • C
                  CheeseBerry @Uveso
                  last edited by 17 May 2021, 19:36

                  @uveso
                  Thanks a lot for explaining the possible technical hurdles, I was in fact not aware of their existence!

                  FemtoZetta is of course right that I myself only care about PVP games, but, should a significantly larger unit cap be introduced and fully integrated into the client, it should work with all of FAFs features. This does of course include AI.

                  Do you think the technical hurdles are managable/reasonable? How would you recommend testing the change?

                  Regardless, I would gladly volunteer to help with the implementation and it's tests wherever I can 🙂

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                  • U
                    Uveso
                    last edited by 17 May 2021, 21:14

                    @CheeseBerry

                    Yes its technical possible. And we have also developer who are able to do it. (i guess this was the question)

                    I can't say if its reasonable. Only you can.

                    Do you want this so badly that it is okay with you that I have to work 2 days for it?
                    Not to mention the other 7 AI developer who also need to check their AIs.
                    Also Nomads and SCTA (Total Annihilation) are based on the FAF codebase and need some tests.
                    (Nomads should be ok, but SCTA is using custom AI functions)
                    I know this sounds a bit exaggerate, but i already checked some functions and it is indeed needed.
                    (I say it again, this is not meant to discourage you, just a fact)

                    Testing itself is the easy part. My AI has an option for endless test games.
                    So you only need to start a AI vs AI game and watch the log window.

                    The tricky part is patching some functions.
                    One function is watching the unitcap.
                    When unit cap is rached the AI knows it has reached the maximum amount of units.
                    This means we have equal or more units that the enemy.
                    Time to attack.
                    But wihtout a unitcap how can we decide that we have maximum units reached,
                    and more important that we have more or equal units than the enemy ?
                    (we can't just get the data from LUA without using cheat methods and our AIs don't use those methods)

                    This does not mean we can't do it, but we need some time to test new functions and conditions.

                    C 1 Reply Last reply 17 May 2021, 21:33 Reply Quote 0
                    • C
                      CheeseBerry @Uveso
                      last edited by 17 May 2021, 21:33

                      @uveso

                      Personally, I'd totally spend a weekend working on this.
                      It might not improve FAF by a huge amount, but compared to the ridiculous number of man hours already put into this project, it also doesn't take a huge amount of time.

                      Sadly though, I can't implement and test everything on my own. While I am a semi-competent programmer, I have no clue about the inner workings of FAF, or any of the AIs.

                      Therefore the question is: Who's help do I need and how do I get their buy-in? (Seems like talking to you is a good start)

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                      • U
                        Uveso
                        last edited by 17 May 2021, 22:24

                        Well, you could join us on our AI-Development Discord:
                        https://discord.gg/ChRfhB3

                        There you can talk to all AI devs.

                        1 Reply Last reply Reply Quote 1
                        • D
                          Dragun101
                          last edited by 17 May 2021, 22:26

                          Not to be that guy, AI discord is good. But this is one of the reasons Great Discord Intergration happened. To have these discussions there too for players. (That AI Discord is great. Just we shouldn’t forget that tbere are places for AI discussions now on faf discord too!)

                          I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

                          Project Head and current Owner/Manager of SCTA Project

                          1 Reply Last reply Reply Quote 0
                          • Anachronism_A
                            Anachronism_
                            last edited by Anachronism_ 18 Jan 2022, 20:02

                            @CheeseBerry @Uveso
                            Btw, fwiw, I just made a simple 'No Unit Cap' mod that allows every army to ignore the unit cap via SetIgnoreArmyUnitCap. I tested it with both regular AI's and Sorian AI's, and they both built above the unit cap with it enabled. It's on the vault if you want to try it.

                            pfp credit to gieb

                            1 Reply Last reply Reply Quote 3
                            • U
                              Uveso
                              last edited by 19 Jan 2022, 12:46

                              @Emperor_Penguin

                              i have downloaded your mod and tested it.

                              well, there are some functions you maybe want to check.

                              https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/AI/aiarchetype-managerloader.lua#L106
                              UnitCapWatchThread will kill units if the unitcap is reached (ignoring it will not help here)

                              https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/AI/aiarchetype-managerloader.lua#L142
                              UnitCapWatchThreadSorian is same as above but also killing T3 units on cap

                              https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/AI/aiattackutilities.lua#L127
                              function GetBestThreatTarget() unitCapRatio is used for threat calculation

                                      local unitCapRatio = GetArmyUnitCostTotal(aiBrain:GetArmyIndex()) / GetArmyUnitCap(aiBrain:GetArmyIndex())
                                      # if we have no threat... what happened?  Also don't attack things way stronger than us
                                      if myThreat <= IgnoreStrongerTargetsIfWeakerThan
                                              and (myThreat == 0 or enemyThreat / (myThreat + friendlyThreat) > IgnoreStrongerTargetsRatio)
                                              and unitCapRatio < IgnoreStrongerUnitCap then
                                          continue
                                      end
                              

                              https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/editor/UnitCountBuildConditions.lua#L906
                              https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/editor/UnitCountBuildConditions.lua#L915

                              UnitCapCheckGreater and UnitCapCheckLess are called 248 times inside the AIbuilders in 15 files:
                              https://github.com/FAForever/fa/tree/deploy/fafdevelop/lua/AI/AIBuilders
                              they all need to be checked!
                              Example:
                              { UCBC, 'UnitCapCheckLess', { .8 } },
                              (thats the part that will cost the most time)


                              not related to AI:

                              In case you ignore the unitcap you need to tell the player brain that you do so.
                              brain.IgnoreArmyCaps = true
                              You used SetIgnoreArmyUnitCap(i, true) but you need to call this funtion:
                              IgnoreArmyUnitCap()
                              https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/aibrain.lua#L932

                              So at the moment these functions are failing:

                              https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/ScenarioFramework.lua#L226
                              GiveUnitToArmy is disabling the SetIgnoreArmyUnitCap and would only reenable it if brain.IgnoreArmyCaps is set to true

                              https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/sim/Unit.lua#L789
                              Unit:OnCaptured() is also disabling the ignore for the unit transfer on capture

                              https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/XEB2402/XEB2402_Script.lua#L152
                              The Experimental Satellite System has a hook for OnCaptured and is also failing on capture


                              As i posted above, just increasing or disabling the unitcap is not working.

                              1 Reply Last reply Reply Quote 2
                              • J
                                jcvjcvjcvjcv @CheeseBerry
                                last edited by 19 Jan 2022, 18:23

                                @cheeseberry said in An "Unlimited Unit Cap" Option:

                                Don't even get me started on the times in which your teammate gets sniped late in a full-share game and his army gets transferred to two players, not one, because the guy with the highest score didn't have enough unit cap to spare..

                                That's just to punish people who haven't kept up to date since engi-mod

                                1 Reply Last reply Reply Quote 0
                                • LunyshkoL
                                  Lunyshko
                                  last edited by 19 Jan 2022, 19:05

                                  But we alredy have unlimited unit cap. Dont know if its related to a bug but i see quite a lot my unit cap beung displayed as 0/0 or smh like that and it never ends even uf i do 2k units.

                                  "Good luck and a safe landing commanders!"

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                                  • I
                                    iamscope
                                    last edited by iamscope 20 Jan 2022, 12:38

                                    Cannot delete

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                                    • Eternal-E
                                      Eternal-
                                      last edited by Eternal- 20 Jan 2022, 13:39

                                      If you rich 1.5k then i believe you have around 300 useless engineers on map. And it's only engineers, what about t1 units? T2 units?

                                      Profile | Eternal MOD pack | Check new client

                                      I 1 Reply Last reply 20 Jan 2022, 14:10 Reply Quote 0
                                      • I
                                        iamscope @Eternal-
                                        last edited by iamscope 20 Jan 2022, 14:10

                                        Cannot delete

                                        1 Reply Last reply Reply Quote 0
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