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    AI-Uveso (v116) - AI mod for FAForever

    Scheduled Pinned Locked Moved AI development
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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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