AI-Uveso (v112) - AI mod for FAForever

Update 06.Jun.2021(v94)

  • Fix: ACU was waiting for 5000 energy not 500 to issue an enhancement.
  • Fix: Sub AI Rush was not building Hydrocarbons
  • Fix: LocationRangeManager can now create new locations everywhere. (no location marker needed)
  • Fix: ACU was not building if the buildarea was between 12 and 13 map units away.
  • Opt: Nomads ACU is now first enhancing with GunUpgrade, not Capacitor.
  • For AI devs: New function CanGraphAreaTo(). Check if two points are on the same land/sea area

Update 21.Jun.2021(v95)

  • Opt: ACU-AI point defenses are detecting as threat now.
  • Opt: ACU-AI increased threat for mobile enemy units.
  • Opt: Eco management optimized for first buildorders.
  • Opt: ACU can now walk closer to the map border while evading from the enemy
  • Opt: Added assist platoon for energy build and mass upgrade
  • Opt: Increased the speed of the AI markergenerator by 15%
  • Fix: fixed an issue with adding the first locationamanger on water.
  • Fix: CanGraphAreaTo() no longer needs a unit, only position and layer
  • Fix: SACU teleport function had an error while checking for SACU health.(thanks to Wingflier)

@maudlin27
I am still reading your feedback while testing buildorders. Great stuff! 😄

Grabbed it from the "vault" (not sure why it's called that since there is nowhere I have seen that actually calls it the vault except the forums) Tradition runs deep, young padawan?

Anyway, I tried to DL from your link, it might be broken or not updated yet? I am also generally known to be an idiot so just ignore me if your link is fine and I am too dense to figure out how to DL it.

I checked the link and its working.

Here is the full download link for copy & paste:

http://faforever.uveso.de/AI-Uveso-Mod-v95.zip

That link worked, thank you. I don't know why the AI-Uveso-Mod-v95.zip link in the first post sends me to an untitled and about:blank page. Still doing it, but I'm sure it's something on my end.

Thanks for the help and I'm looking forward to your AI. 🙂

@Izzban

yes the link from the first post will open a new blank window and also should show you the download window.

Maybe you browser is downloading without your need to accept the downlod ?
Then you maybe have downloded the mod several times ?
(look at your download history).

I hope you enjoy the new AI.
If so, we have several more AIs in development, you should try them all 😄
(join us on Discord if you like)

@Uveso
Is there a way to disable the suicide functions?
I rather have an all out war with the AI and defend myself from an onslaught of nukes, units and shells, than to have a t4 bomber hug my acu and commit seppuku.

How did the T4 bomber reach your ACU ? If the AI could reach your ACU with a T4 bomber then the problem is not the AI's.

@bude132

well, there is no option to disable the suicide function.

Only in case you are playing alone and not online, then there is a way to disable it.

The two platoonformers for the suicide platoons are located in
AI-Uveso/lua/AI/AIBuilders/Mobile Experimental-Air.lua
Your mod directory should be:
C:\Users\YOURNAME\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods

To disable them you only need to set the priority of the platoons to "0"
You can find the two priority settings line in 436 and line 473:

Here are links to Git Hub to show you the exact lines:
https://github.com/Uveso/AI-Uveso/blob/master/lua/AI/AIBuilders/Mobile Experimental-Air.lua#L436
https://github.com/Uveso/AI-Uveso/blob/master/lua/AI/AIBuilders/Mobile Experimental-Air.lua#L473

To set the priority to 0 you only need to change the lines to:
Priority = 0,

If you do so have in mind the mod will instantly desync when played in multiplayer.

@Sprouto

Ah yes, the problem lies with me, I see.
Seriously... Why do you even comment.

The AI ganked me with two T4 Seraphim bombers from a non frontline position.
Before I noticed what was happening, it was to late and it instantly ended the match, because my whole shield installation was useless.
At the end I wasn't thinking "huh, I fucked up but died a glorious death." I was thinking "welp, that's fucking lame."

Just because I don't like a mechanic , doesn't mean there's an issue with me.
You should stop being an ass.

@Uveso
Thanks for the detailed answer.
In the meantime we've created a mod that disables the impact damage since we didn't want to break the AI.
We'll give it a go with the changes you suggested.

By the way, kudos for the AI.
When it doesn't yeet itself into your bases and suicides, it's a very enjoyable opponent and is way more challenging than the default ones.

@bude132 said in AI-Uveso (v95) - AI mod for FAForever:

Before I noticed what was happening, it was to late and it instantly ended the match, because my whole shield installation was useless.
At the end I wasn't thinking "huh, I fucked up but died a glorious death." I was thinking "welp, that's fucking lame."
Just because I don't like a mechanic , doesn't mean there's an issue with me.
You should stop being an ass.

Oversensitive much?
You didn't scout and the AI surprised you with bombers, it's a pretty normal way to die against players too. You disliking the mechanic does mean the issue lies with you, because it's just part of the game. It's not the AI's fault for being good enough to make use of it. Telling you that fact doesn't make him an ass.

Back to topic please, the question was:

Is there a way to disable the (AI) suicide functions?

So any answer that leads to disable the Suicide function is welcome.

Update 28.Jun.2021(v96)

  • Opt: ACU-AI was evading from non combat units like massextractors.
  • For AI devs: removed marker pruning from function CleanMarkersInMASTERCHAIN for all layers.

Hello,
First of all, thank you for this brilliant AI mod.
It has breathed new life into the game for us.

Has the recent FAF patch impacted this AI much?
E.g, the Aeon seem to build A LOT of shield disruptors. Attacking forces can seem composed almost entirely of them.

Hello @Stin,

Thank you for your kind words.

The FAF patch has normally no impact to my AI.
I develop my AI on the deploy/FAFdevelop branch of the game, and test
gamepatches with my AI before they are released.

The Aeon shield disruptor is a special unit and has maybe some wrong bluprint entries.
I guess the AI gives a buildorder for shield or cloak units and gets a shield disruptor if it has the Aeon faction.

I will check that, thanks for reporting !

Any self-awareness features planned to celebrate the upcoming v100?

Oh, i never thought about the v100

Maybe its time for an easter egg 🙂

@bude132 said in AI-Uveso (v96) - AI mod for FAForever:

suicide

Depending on whether you can generate enough energy and mass (eg: multiple paragons or the like) you can add and build the mod "Experimental SquareSheilds".

Square edged LARGE shield, lots of damage absorption, and no impact damage to any shielded unit/structure.

Just catching up on release notes.
Love update version 93, Especially this change:
New: AI is now able to use gifted factories also after full share or player disconnect.
This is great for Full Share AI / Human games
where the AI will Now control the gifted bases the same as the Human players.
Gotta close that gap 😉

@Fearghal

Thaks for your reply

I don't know if i posted this, but the sharing also works for mobile units.
In case the AI gets units from a player that are outside every location manager, it will move those units
to the neearest base so they can be reassigned to the manager.