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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    AI-Uveso (v116) - AI mod for FAForever

    Scheduled Pinned Locked Moved AI development
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    • UvesoU Offline
      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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      • S Offline
        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?

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        • G Offline
          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.

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          • UvesoU Offline
            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)
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            • UvesoU Offline
              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 Offline
                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)"

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                • UvesoU Offline
                  Uveso
                  last edited by

                  @strutman12345

                  can you provide me a game.log?

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                  • J Offline
                    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.

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                    • R Offline
                      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 Offline
                        Deribus Moderator @Romaman
                        last edited by

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

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                        • UvesoU Offline
                          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
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                          • UvesoU Offline
                            Uveso
                            last edited by

                            Update 14.Dec.2024(v114)

                            • New: Platoons will now merge if engaged in combat and nearby.
                            • Fix: Resolved an issue where RepeatBuild could potentially cause a stack overflow.
                            • Fix: Fixed a bug where the BuilderName was deleted after using the AirUnitRefit functionality.
                            • Fix: Added an upgrade mechanism for Tech3 factories when the economy is fully saturated.
                            • Fix: The hover platoon former will now only be created if there is no land path available to the enemy.
                            • Fix: Fixed tactical missile not targeting Heavy Assault units from the Total Mayhem mod.
                            • Fix: Fixed a bug in attack function when a platoon unit is dead.
                            • Opt: Increased the priority of panic builders.
                            • Opt: Units constructed by panic builders will now push aggressively into enemy lines.
                            • Opt: Introduced a new former for managing Total Mayhem spam and panic situations.
                            • Opt: Units fighting near corners will now maneuver around corners if their line of sight is obstructed.
                            • Opt: The Ecomanager will no longer pause the construction of strategic missile defense systems.
                            • Opt: Strategic missile defense systems will now automatically begin construction if a nuclear submarine is detected.
                            • Opt: Updated formers specifically for the Total Mayhem mod.
                            • Opt: Added builder for transport needed and transport wanted.
                            • Opt: Engineers will now assist only if mass storage is over 50% to prevent eco stall.
                            • Opt: Naval expansions will now build a factory first instead of defense.
                            • Opt: Reduced the number of naval base builders to prevent double builds on the same spot.
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                            • S Offline
                              sinhosie
                              last edited by

                              @Uveso I am wondering if you can please create a version of your All Factions mod where only the AI gets all the commanders. That will work with any AI yours and the M28AI and others available. I would greatly appreciate it.

                              Thank You very much
                              --sinhosie

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                              • D Offline
                                Defiant
                                last edited by

                                Thank you for Uveso!

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

                                  @sinhosie

                                  This version will not spawn additional units for humans. Only for AI.

                                  (Have in mind if you want to play this with friends, everyone need this mod installed.
                                  You can have the original and this mod in the same directory but don't activate both at the same time 🙂 )

                                  AllFactions_FAF_BO_Nomads_AIONLY-V1.zip

                                  1 Reply Last reply Reply Quote 1

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