I don't think he's concerned about AI at all, he's just talking about pvp games.
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.)
Just saw a game with a mod with raised unit cap x4
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.
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)
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
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.
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)
Well, you could join us on our AI-Development Discord:
There you can talk to all AI devs.
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!)