Uveso's AI Mod
for Supreme Commander: Forged Alliance Forever v1.5.3697+
This mod supports Nomads.
AI-Uveso <only for FAF> v89
DownloadSize: 220 KB, Unpacked: 1.60 MB
Downloadable from Vault: Yes.
How to install:
Unpack the archive.
Copy the "AI-Uveso" folder from inside the Mods directory to:
C:\...User...\My Games\Gas Powered games\Supreme Commander Forged Alliance\Mods\
5 new sub AI's:
(For Turtle Play use a adaptive cheat AI with a cheat+build factor of 1.4 on a 10x10 map.)
Unless other AIs it works also well with low unitcap like 250 or even 125 units.
( a unitcap of 700+ is still recommended)
Same functionality on maps with and without AI path markers. (Game is slower without markers.)
Option to autocreate AI Map marker incl. printing into the game.log for copy&past (Into map_save.lua)
New target function can handle 2 lakes maps like setons clutch, and has the same functionality with or without AI markers.
Homeless units (no platoon, stucked etc) will now return to the nearest location for new orders.
New eco system does not cancel buildorders if eco is low.
AI detects paragon like buildings for more build power.
Engineers will set to pause while assisting if eco is too low.
New mass extractor upgrade logic. AI spends 40% of its overall income for mass upgrades. (can dynamically change)
AI will first upgrade mass extractors near main base, not in order how they where build.
AI can/will build support factories.
AI supports multifaction build and upgrades. (captured units and All Faction mod)
New nuke AI function for new attack modes with strategical missiles like overwhelm or Jericho bombardment.
Additional build platoons in case a paragon like structure is build. (Mass nukes, Experimantals spam etc)
Reworked AI pathfinding function (Edsger Dijkstra's A Star algorithm) - 400% faster than the original GPG algorithm.
New location range manager is adjusting the influence radius of location managers to prevent overlapping areas.
New engineer transfer function to move idle engineers from expansions back to main base for better build power.
Units will not simply be killed on unitcap, they will be send to the enemy or reclaimed.
Special platton form builder for mods. (Hydrocarbon upgrader for Black Ops etc.)
New buildconditions for platoon builder and former.
New unit category "AMPHIBIOUS" to form amphibious platoons. (All amphibious units get this category injected. Also units from mods.)
New unit category "FLOATING", same as amphibious.
Debug function to validate maps gives warnings if a map has bad AI path marker, mass points etc.
Debug function to visualize AI Pathfinding
Debug function for Platoons. Renames a unit with its Platoon name.
Debug function for Buildermanger to test/view build priorities and Builder logic errors.
Commander AI can upgrade all ACU's incl. Black Ops and Nomad ACU's. (and fight ^^)
For older changes see:
AI Development Discord Server (AI-Swarm / AI-Uveso / RNGAI / DilliAI)
@Uveso I'm seeing a Uveso-Fix and Uveso v88 on the vault. Both were release by you. Which one should I use? I'm snagging the one of this forum link.
Also, your AI seems to want to send "conga lines" of support commanders. Anyone to tweak the platoons to just send experimental, and high end T3 units?
Please don't install the Uveso-Fix mod!
First, its not from me.
Second, it is still using some gamepatches that are obsolate, and there are still errors left from the V87 version and the scrorescreen at the game end will not work.
Also i checked the mod and i would not call it fix because its not fixing anything.
The mod changes the initial engineer for the Adaptive Sub AI (this breaks the ability of the mod to handle low unit cap)
The mod also changes a builder that is only for Total Mayhem and removed the special platoon for it (don't know why)
Then it changed a builder for Paragon to build a paragon from the 10th minute not at 35 minutes or later (starting a paragon at minute 10 without changing anything else is bad for the AIs eco)
And it removes a check for enemyunits that was delaying the build of experimentals (also bad idea because this is messing up the ecosystem too)
Then the mod has game patch hooks copied tfrom Uveso AI v87 that need to be removed.
And last but not least the user AKarmy01 added his name to the mod-author string
So please don't install it.
Thanks again for providing this mod!
One thing I've noticed since switching over from Sorian-AIx to Uveso-AIx is how easy it is to prevent Uveso-AIx from nuking me. If I have just one SMD or Village shield (from the Nuclear Repulsor Shields mod) I am pretty much guaranteed to not get nuked there. Even if the enemy clearly has enough nuke launchers to overpower me. I've actually found Sorian to be more challenging in turtling games because of the nuke threat.
I tend to play vs AIx with a 1.7x multiplier or so. The only way I'd get nuked vs Uveso-AI is if enemy nukes were inbound before I had time to get defenses up at all. With the new 35 minute timer before nukes start flying, perhaps the AI could be a bit more willing to test my nuke defenses in the late game?
yes my AI tends to load a missile launcher with 5 missiles before it will shoot one.
But it has also functions to overwhelm nuke defenses.
Maybe there's a bug inside the target search engine or the Ai has just not enough eco for the nuke launchers.
And the AI also fools the player with building nuke launchers but they are paused and not ready to shoot.
In case you are using the adaptive sub AI, use the Overwhelm sub AI.
It has the same functions than the adaptive Sub Ai but it will increase the
Build and eco multiplyer after 35 and 60 minutes.
This will bost the AIs eco for more nukes.
Also install the Quantum Resource Generators mod.
This mod provides paragon like buildings for all factions, so the AI can build even more eco. You can find the mod here:
You can also debug the nuke function if you like to see whats going on.
Locate the file platoon lua inside my mod:
Then search for the NukePlatoonAI function (~line 1669) and change the line
local NUKEDEBUG = false
local NUKEDEBUG = true
Then open the moho debug window with [F9] and watch the debuglines.
All lines starting with *** AI-Uveso: * NukePlatoonAI:** are related to the nuke function.
Or you can just read the remarks inside the nuke function to understand how the nuke function is deciding to shoot:
Hi, I have a question/comment. How hard would it be to allow the AI to start with a naval factory if its spawn is under water?
I've been playing Uveso AI's on maps like Saskiya with underwater resources and start locations. The AI doesn't have any trouble building on aquatic mass or hydrocarbons, but it has problems if its start location is under water. What it usually does at the start is something like this:
Uveso may not respond for a while but I can say that his AI has a condition on the naval factory that it requires a land factory before it will build and some other economic requirements. So while it can be done it'd require work on his behalf.
The AI seems to break down very easily if its raided even a little bit, especially by air. If its under attack by a single t1 cybran gunship, it will continue to tech up and spam t1 engineers and move them to their deaths rather than building mobile AA or a single aa turret. This means the AI has a tendency to completely break down if under any early game pressure. This was against 2 adaptive AIs on a 10km map.
My other issue is that it seems if they AI has some kind of advantage it will refuse to try and win the game. It seems to much emphasis is on it trying to eco and tech at all cost. I know the Rush AI will build units at the enemy constantly but it still has issues in that it won't build sufficient air and responds terribly to an air raid and will still rush to tech up even if it makes no sense, and once teched up, will continue to spam T1 that only serves as a streaming donation of mass.
The AI needs to be able to respond to player threats but I know it may be impossible given engine limitations, but it could still do better if it simply incorporated Point defense into its builds to stop early raiding.
thanks for your report!
There are platoonbuilder for mobile AA in case enemy units are near the base (range 50)
I increased the range, so AA should be build earlier
I am also adding some attack and sniper platoons to the AI.
This will take a bit, because i need to programm some functions to see when it makes sense to attack or snipe.
But its normal that my AI is not strong in the begining.
It's a Turtle AI and meant to Tech up fast.
Have also in mind, the AI is balanced for unit mods.
Mods i always use with my AI:
Nuclear Repulsor Shields (can stop nuklear missiles)
Quantum Resource Generators (Paragon like structure for all factions)
You can find the latest mod version on the vault or here:
If you want to be more involved in AI development/updates, join us on Discord:
Oh yeah I should have noted that I use Blackops ACUs and Unleashed. I think the turtle AI should definitely incorporate static PD Into its bases as right now it seems like you can walk right into it.
Also, if its possible they need to push more emphasis on air control, something as simple as their third factory always being air, and constantly pumping interceptors, and eventually ASFs would make a huge difference.
Right now if I rush t2 gunships there's nearly nothing the AI can do and even for the late game using PD, such as the T3 PD added by black Ops, and lower tech PD earlier, in their base would dramatically increase its survivability.
Also if its possible the AI needs to stop throwing engineers into fire bases.
Finally, I just wanted to say I am enjoying this AI and with a few fixes to its AA defense and the ability to snipe and it could be amazing. I tried RNGAI and its ability to respond to attacks is great but it lacks the mod support that this AI has. Honestly a combination of many of the things that AI does and this one would be perfection.