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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
    165 Posts 43 Posters 52.3k Views 4 Watching
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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
      1 Reply Last reply Reply Quote 3
      • 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.
        1 Reply Last reply Reply Quote 1
        • 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

          1 Reply Last reply Reply Quote 0
          • 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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