FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    AI-Uveso (v116) - AI mod for FAForever

    Scheduled Pinned Locked Moved AI development
    162 Posts 41 Posters 51.8k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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.

                  1 Reply Last reply Reply Quote 2
                  • UvesoU Uveso referenced this topic on
                  • UvesoU Uveso referenced this topic on
                  • 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
                    1 Reply Last reply Reply Quote 1
                    • FearghalF Fearghal referenced this topic on
                    • FearghalF Fearghal referenced this topic on
                    • 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

                      1 Reply Last reply Reply Quote 0
                      • 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.

                        1 Reply Last reply Reply Quote 0
                        • UvesoU Uveso referenced this topic on
                        • UvesoU Uveso referenced this topic on
                        • UvesoU Uveso referenced this topic on
                        • UvesoU Uveso referenced this topic on
                        • UvesoU Uveso referenced this topic on
                        • UvesoU Uveso referenced this topic on
                        • UvesoU Uveso referenced this topic on
                        • UvesoU Uveso referenced this topic on
                        • S
                          SaladAss
                          last edited by SaladAss

                          Hi there!

                          First of all thanks for the amazing work. I wanted to ask are there any specific circumstances where the AI half way through the game after a few tech 2 unitsProduced. Stops producing them and ONLY pours out t1 spam? Is there something I need to do or install?

                          1 Reply Last reply Reply Quote 0
                          • UvesoU Uveso referenced this topic on
                          • UvesoU Uveso referenced this topic on
                          • UvesoU Uveso referenced this topic on
                          • UvesoU Uveso referenced this topic on
                          • UvesoU Uveso referenced this topic on
                          • G
                            goblinsly2
                            last edited by

                            Since last update, Uveso (and Swarm) no longer work for me. Did update break something for all or only for my install ? I tried reinstalling AI but its still same. Commander just stands still and doesn't move.

                            1 Reply Last reply Reply Quote 0
                            • UvesoU Uveso referenced this topic on
                            • UvesoU Uveso referenced this topic on
                            • UvesoU
                              Uveso
                              last edited by

                              Update 11.Jul.2023(v111)

                              • Fix: fixed some issues with the new FAF game version
                                (Thanks to Relentor for providing this fix)
                              1 Reply Last reply Reply Quote 1
                              • UvesoU Uveso referenced this topic on
                              • UvesoU Uveso referenced this topic on
                              • UvesoU Uveso referenced this topic on
                              • UvesoU Uveso referenced this topic on
                              • UvesoU
                                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
                                  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
                                    Uveso
                                    last edited by

                                    @strutman12345

                                    can you provide me a game.log?

                                    R 1 Reply Last reply Reply Quote 0
                                    • UvesoU Uveso referenced this topic on
                                    • J JuggernautOfWar referenced this topic on
                                    • J JuggernautOfWar referenced this topic on
                                    • J
                                      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
                                        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
                                          Deribus Global Moderator @Romaman
                                          last edited by

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

                                          1 Reply Last reply Reply Quote 1
                                          • UvesoU
                                            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
                                            • First post
                                              Last post