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    AI-Uveso (v116) - AI mod for FAForever

    Scheduled Pinned Locked Moved AI development
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    • S
      Sprouto
      last edited by

      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.

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

        @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.

        1 Reply Last reply Reply Quote 1
        • B
          bude132 @Sprouto
          last edited by bude132

          @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.

          FemtoZettaF 1 Reply Last reply Reply Quote 0
          • FemtoZettaF
            FemtoZetta @bude132
            last edited by

            @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.

            1 Reply Last reply Reply Quote 3
            • UvesoU
              Uveso
              last edited by

              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.

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

                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.
                1 Reply Last reply Reply Quote 0
                • S
                  Stin
                  last edited by Stin

                  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.

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

                    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 !

                    1 Reply Last reply Reply Quote 0
                    • DeribusD
                      Deribus Global Moderator
                      last edited by

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

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

                        Oh, i never thought about the v100

                        Maybe its time for an easter egg 🙂

                        1 Reply Last reply Reply Quote 1
                        • G
                          Gladry @bude132
                          last edited by

                          @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.

                          1 Reply Last reply Reply Quote 0
                          • FearghalF
                            Fearghal
                            last edited by

                            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 😉

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

                              @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.

                              1 Reply Last reply Reply Quote 1
                              • RopiR
                                Ropi
                                last edited by

                                Is there a way to get an older version? In the new version, the AI keeps sending his ACU near my base.

                                G 1 Reply Last reply Reply Quote 0
                                • G
                                  Gladry @Ropi
                                  last edited by

                                  @ropi Hi Ropi, Yea the attacking leader's are "fun". Depending on game settings and plugins (example all factions mod) the AI might send one or more ACU units as portable nukes into your base 😉

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

                                    Update 05.Oct.2021(v97)

                                    • Fix: fixed movement in ACU platoon where support units are blocked by terrain
                                    • Fix: fixed a bug where lost factories where reassigned to new managers
                                    • Fix: experimentals should no longer join the ACU platoon as support unit
                                    • Fix: renamed "CDR Attack" platoon to prevent conflicts with hooked builders
                                    • Opt: reduced ACU targeting intervall (from 100 to 700 miliseconds)
                                    • Opt: added builder to upgrade the first T1 land factory when we have more than 2 tech2 massextractors
                                    • Opt: removed gamepatches that are already released
                                    • Opt: removed unused functions
                                    1 Reply Last reply Reply Quote 1
                                    • UvesoU
                                      Uveso
                                      last edited by

                                      Update 10.Oct.2021(v98)

                                      • Fix: compatibility patch for insignificant units test. (needed, If you play FAFdevelop)
                                      XathosX 1 Reply Last reply Reply Quote 0
                                      • XathosX
                                        Xathos @Uveso
                                        last edited by

                                        @uveso said in AI-Uveso (v98) - AI mod for FAForever:

                                        Update 10.Oct.2021(v98)

                                        • Fix: compatibility patch for insignificant units test. (needed, If you play FAFdevelop)

                                        Got any plans for v100? Strippers and/or booze?

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

                                          Yes, in version 100 i implement some code to set the AI free.
                                          Hopefully it will dominate the world without killing all humans 🙂

                                          1 Reply Last reply Reply Quote 4
                                          • RopiR
                                            Ropi @Gladry
                                            last edited by Ropi

                                            @gladry AI being suicidal is "fun"? Basically, I need to play Supremacy or Annihilation so the game won't end in 7min. Anyway, I take your reply as a "No" to my question.

                                            1 Reply Last reply Reply Quote 0
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