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    AI-Uveso (v116) - AI mod for FAForever

    Scheduled Pinned Locked Moved AI development
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    • UvesoU
      Uveso @Gheed
      last edited by

      @gheed said in AI-Uveso (v107) - AI mod for FAForever:

      I'm having an issue since yesterday's update where the AI is not building mass extractors, or acting properly in general. Tried both an AIx adaptive and AIx overwhelm, on two maps with markers that worked before. Also with and without mods. Any ideas?

      I was using code that is only available at the FAF Develop game.
      So if you start the FAF develop game version then it would work.

      Will be fixed today.

      Thanks for reporting it!

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      • UvesoU
        Uveso
        last edited by

        Update 07.Oct.2022(v108)

        • Fix: fixed a bug in EconomyBuildConditions. (Mod was build for FAF develop version)
        • Fix: fixed pathing to evade cliffs / hills or cluttered areas.
        • Fix: sub AI Experimentals was not building defense tanks if enemy is close to base
        • Opt: refactored marker generator.
        • Opt: pathing debug view is now using the internal markers, not the FAF PathGraphs
        • DEV: added 3rd impassability value for markers that are neighbors to already flaged markers
        • DEV: new commands for marker generator: GetLandExpansions(), GetNavalExpansions()
        1 Reply Last reply Reply Quote 1
        • H
          Harris86
          last edited by

          Hi There,
          Thanks for the great MOD it given me a some great games. i am unfortunatly seem to be find some issue of late:

          1. The AI not build SMD before (well stop building it before it is finished)
          2. Not knowning how to use transports (it used to really surprize me)
          3. Doesn't know how to get to Mex requiring transport (it used too)
          4. I have had a AI lanch a nuke at itself when a support com tele into its base.
          5. Gunship after Gunship passed the 40mins mark (seems to run out of ideas)
            This is the only MOD i use so i don't think i have meesed it up, please feel free to say if i need somthing else to ensure the AI return to its once great self.
            Thank you.
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          • UvesoU
            Uveso
            last edited by

            @Harris86

            Thank you for your feedback!

            1. When the Ai starts to build something and stopped it later, then this is mostly because of low eco
              i will take a look at the ecomanager and check if the issue is caused there.

            2. Right. My AI is using the original transport function. Its mostly wasting transports by flying into SAMs
              This needs some rework of the transport function in general.

            3. not knowing how to reach a mex on a hill or island is caused by not having a transport ready.
              The engineer will ignore the missing transport and try to get the mex on its own until a transport is available.
              Can also be caused by a missing waypoint marker that needed to be present near the Mex.

            4. That should not happen. The Nuke Target function looks for friendly buildings and shouldn't
              fire at more than 3 own Tech2/3 buildings.

            5. Well thats right. I only play the game with mods, so the AI is using those gunshipts to destroy experimental shields.
              I have to change that anyway because eg. Seraphim has no T3 gunships.

            I highly recommend testing other AIs we have for Supom like RNGAI or M27AI.
            They are not focussed on turtle play and are much more challenging.

            Again thanks for your feedback, i have written everything down to my ToDo list and will check it!

            1 Reply Last reply Reply Quote 0
            • S
              swaaye
              last edited by swaaye

              Has anyone noticed that the civilians won't attack the Uveso AI? I think this is new behavior though I don't know what may have caused it.

              R UvesoU 2 Replies Last reply Reply Quote 0
              • R
                relentless @swaaye
                last edited by

                @swaaye
                I have seen this but I never correlated it to Uveso being present or not. There's nothing in his code that plays with civilians.
                When I saw it happen I saw that the PD's attacked one player but not another. I'll have to try it with a few variations of different AI and see if having Uveso enabled makes it happen or not.

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

                  @swaaye said in AI-Uveso (v108) - AI mod for FAForever:

                  Has anyone noticed that the civilians won't attack the Uveso AI? I think this is new behavior though I don't know what may have caused it.

                  No, i did not noticed this, and there is no code/function for civilians in the AI-uveso mod.
                  We will take a look at it. Thanks for reporting!

                  S 1 Reply Last reply Reply Quote 0
                  • B
                    bsee
                    last edited by

                    On some naval maps the AI just builds T1 subs until it hits unit cap. This is especially true if there's a section of water where the subs are trapped. Is there any way to avoid this? In this game 30% of unit cap is taken by T1 subs at 25 minutes: https://imgur.com/W5Ytb01.

                    Also, does disabling nukes prevent the AI from working properly? I posted a year or so back and you fixed it. Recently it seems like disabling nukes makes the AI stop building most experimentals. UEF seems most affected by this change. Aeon plays normally with nukes off.

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                    • UvesoU
                      Uveso
                      last edited by

                      @bsee

                      Thank you for your report again!

                      I'm very busy at the moment but I've put it on my todo list.

                      not sure why so many subs are build, normaly the builder should not overbuild.
                      I guess i forgot to add a buildcondition to check for enemies.

                      And yes, the AI needs to have nuke/antinuke to continue with higher tier units like experimentals.
                      I will have a look at it and see if i can use a different build logic without nukes.

                      T 1 Reply Last reply Reply Quote 1
                      • T
                        tankmayvin @Uveso
                        last edited by

                        @uveso

                        In a similar vein to the sub glitch, I've had several games where a tight match is thrown by the AI building absolutely nothing but T2 AA units. Hundreds of them.

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

                          @tankmayvin

                          Thanks for reporting.
                          This should be fixed in the next version.

                          1 Reply Last reply Reply Quote 0
                          • B
                            bsee
                            last edited by

                            Is it possible this mod prevents the score screen from showing for all players at the end of the game? We played a couple very short games to narrow down the issue. With AI Uveso only one player gets the score (usually the host). Without the mod all players get the score. This has been an issue for a long time, but only just now narrowed it down to this mod.

                            No mods: https://replay.faforever.com/18954136 - Everyone got the score
                            AI Uveso: https://replay.faforever.com/18954020 - Host got the score

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

                              @bsee

                              Thanks for reporting!

                              i will check and fix it. 🙂

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

                                @bsee

                                i guess i found the bug, it should be fixed in v109 (release maybe next weekend)

                                1 Reply Last reply Reply Quote 2
                                • S
                                  swaaye @Uveso
                                  last edited by swaaye

                                  @uveso I looked at the problem with the civilians not attacking the AI again and it does seem to be specific to the Uveso AI. I disabled all other mods and tried a couple maps with civilians. Purely default FAF with just Sorian AI has the civilians attacking everyone correctly. Adding the Uveso AI mod and Uveso AI does not get attacked.

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

                                    @swaaye said in AI-Uveso (v108) - AI mod for FAForever:

                                    @uveso I looked at the problem with the civilians not attacking the AI again and it does seem to be specific to the Uveso AI. I disabled all other mods and tried a couple maps with civilians. Purely default FAF with just Sorian AI has the civilians attacking everyone correctly. Adding the Uveso AI mod and Uveso AI does not get attacked.

                                    well that is strange.
                                    First thing I can say, I don't have any special function in my AI to deal with civilians.
                                    Will get into it and see what happens there.

                                    Thanks for reporting the issue!

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

                                      @swaaye
                                      found the bug why civilians are not attacking the units from uveso AI.

                                      will be fixed in version 109.

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                                      • UvesoU
                                        Uveso
                                        last edited by

                                        Update 27.Feb.2023(v110)

                                        • Opt: added ghost map for units that are under the fog of war

                                        Update 17.Feb.2023(v109) (only released for developers)

                                        • Fix: added missing threat values for hover movement layer in target manager
                                        • Fix: removed CanPathToCurrentEnemy function that requires a navigation mesh.
                                        • Fix: UnitUpgradeTemplates are now a subtable from UpgradeTemplates
                                        • Fix: StructureUpgradeTemplates are now a subtable from UpgradeTemplates
                                        • Fix: fixed a bug that prevented the score screen from showing
                                        • Fix: Pathing function was missing map threat
                                        • Fix: OnDefeat function updated to the latest FAF version
                                        • Fix: added missing baseLayer to AddBuilderManagers hook
                                        • Fix: Fixed a bug where civilians would not attack AI units
                                        • Opt: increased speed of pathing function.
                                        • Opt: scout will now check for already scouted areas
                                        • Opt: engineer will now use the hover instead of the amhibious layer for pathing
                                        • Opt: removed temporary map-path table from marker generator
                                        • Opt: naval factories should no longer overbuild units
                                        • Opt: AI should no longer build to much sonar
                                        • Opt: platoons are now using the target manager more often
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                                        • U
                                          UEFf0rever
                                          last edited by

                                          @Uveso Here's a log from a recent game I played. If you've got the time can you see if the error was in the AI or something else. The other mods enabled were Brewlan, Extreme Wars, the BlackOps mods, and Total Mayhem. I've already uninstalled and reinstalled both FAF client and the game on steam along with running the sfc /scannow CMD prompt. game_19408063.log

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                                          • UvesoU
                                            Uveso
                                            last edited by

                                            @UEFf0rever

                                            there are 2 errors in your log:

                                            warning: SND: Error playing cue 1 on bank 48 [ursstream]
                                                     XACT: Invalid arg
                                            

                                            This sound error will cause gamecrashes, please fix!

                                            * AI-Uveso: AIExecuteBuildStructure: All checks passed, forcing enginner TECH1 AEON sal0119 to build TECH1 T1Resource uab1103
                                            

                                            This is a warning and tells us that unit sal0119 has no build templates and the AI does not know how to handle this engineer.
                                            It is also possible that unit sal0119 is incorrectly configured as an engineer with no ability to build structures.

                                            At least we should check the unit sal0119 and check why its causing this error.
                                            don't know what mod this is from - maybe a BrewLan unit.

                                            For now, i would suggest you fix first the sound problem,
                                            then we can continue to check / fix the engineer issue.

                                            here is some help to configure you sound system:
                                            https://forum.faforever.com/topic/796/i-can-t-hear-some-of-the-audio-or-other-sound-issue-what-should-i-do

                                            Your configuration is correct if you no longer have XACT: Invalid arg errors in your log.

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