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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!
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    bsee

    @bsee

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    Best posts made by bsee

    • RE: AI-Uveso (v116) - AI mod for FAForever

      Is it possible this mod prevents the score screen from showing for all players at the end of the game? We played a couple very short games to narrow down the issue. With AI Uveso only one player gets the score (usually the host). Without the mod all players get the score. This has been an issue for a long time, but only just now narrowed it down to this mod.

      No mods: https://replay.faforever.com/18954136 - Everyone got the score
      AI Uveso: https://replay.faforever.com/18954020 - Host got the score

      posted in AI development
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      bsee

    Latest posts made by bsee

    • RE: M28AI Devlog (v238)

      This might be a better replay (fewer mods): https://replay.faforever.com/21630530
      By 19 minutes you can see M28 has plenty of mass & power, but most engineer are idle. I see a paragon queued up but for some reason the engineer just isn't starting it.

      Unrelated note: Does it actively avoid building saucers? It seems to build every other T4 but I haven't seen a saucer in a long time.

      posted in AI development
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      bsee
    • RE: M28AI Devlog (v238)

      @maudlin27 I'm still seeing the issue. We disabled all shields with a differently sized footprint. The engineer is toggling between ED5, ED6, a village shield, and a cybran rapid fire.

      Here's the log from the host: game_21602429.log

      You can see in this replay at 15:20: https://replay.faforever.com/21602429
      All the mods are in the vault. Look just north of the pink AI base.

      posted in AI development
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      bsee
    • RE: M28AI Devlog (v238)

      @maudlin27 You can try this replay: https://replay.faforever.com/21595213

      We updated Wyvern to v5, which is uploaded here: https://forum.faforever.com/topic/362/wyvern-battle-pack-v5-for-all-game-versions

      At 18 minutes the Cybran AI tries building an experimental surrounded by shields between the 2 AI bases. But it's alternating between experimental types. For this match the Wyvern T4 shield was disabled, but it was alternating between village & city shields which also have a size difference.

      Capture.PNG

      posted in AI development
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      bsee
    • RE: M28AI Devlog (v238)

      @maudlin27 The Wyvern shield does have a larger footprint.

      I suspect you can't load the replay since Wyvern isn't in the vault anymore. However the replay is https://replay.faforever.com/21588120 and the issue starts at 21:45 at the very left edge of the map.

      Another small thing is that engineers tasked to the naval factories spend a lot of time driving to switch between the assisted factories. They might be more productive if they stayed on their current factory.

      posted in AI development
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      bsee
    • RE: M28AI Devlog (v238)

      I'm seeing an issue where the AI can't decide what type of shield to build. It will queue up one type and immediately replace it with another type indefinitely. This keeps a number of engineers occupied (50-100?) I watched this happen for at least 10 minutes.

      These are both tier 4 shields, but from different mod packs. Nuclear Repulsor Shields, and Wyvern Battlepack. Wyvern is no longer in the vault, but generally works fine.

      shield type 1.PNG
      shield type 2.PNG

      posted in AI development
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      bsee
    • RE: M28AI Devlog (v238)

      Can you take a look at my game log? The map "Black Sun Battlefront" is causing an issue with M28. The AI just sits there, and the log file shows a null error when it tries to set up the map. game_20501746.log

      Other than this the AI is playing great, especially on naval maps.

      posted in AI development
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      bsee
    • RE: AI-Uveso (v116) - AI mod for FAForever

      Is it possible this mod prevents the score screen from showing for all players at the end of the game? We played a couple very short games to narrow down the issue. With AI Uveso only one player gets the score (usually the host). Without the mod all players get the score. This has been an issue for a long time, but only just now narrowed it down to this mod.

      No mods: https://replay.faforever.com/18954136 - Everyone got the score
      AI Uveso: https://replay.faforever.com/18954020 - Host got the score

      posted in AI development
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      bsee
    • RE: AI-Uveso (v116) - AI mod for FAForever

      On some naval maps the AI just builds T1 subs until it hits unit cap. This is especially true if there's a section of water where the subs are trapped. Is there any way to avoid this? In this game 30% of unit cap is taken by T1 subs at 25 minutes: https://imgur.com/W5Ytb01.

      Also, does disabling nukes prevent the AI from working properly? I posted a year or so back and you fixed it. Recently it seems like disabling nukes makes the AI stop building most experimentals. UEF seems most affected by this change. Aeon plays normally with nukes off.

      posted in AI development
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      bsee
    • RE: AI-Uveso (v116) - AI mod for FAForever

      We've been playing with that update for a while. The AI is much smarter and harder now. Great update. Thanks! The game has slowed down significantly, but I think that's just the AI building a much larger army.

      posted in AI development
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      bsee
    • RE: AI-Uveso (v116) - AI mod for FAForever

      @uveso I've played a few more games and the AI definitely plays better with all units enabled. Enabling nukes seems to make them smarter too. We've been able to disable cybran metropolis shields and have Cybran still play well. However, UEF seems to need everything enabled.

      Would it be possible for the AI to know if city/metropolis shields are disabled?

      Other odd quirks:

      • Cybran drives the experimental artillery into my base.
      • Nuke subs don't launch nukes?
      • AI builds way too many stellarators. This makes their base very explosive.
      • Sometimes UEF builds satellites and never moves them.
      • I've never seen the ai build the experimental nuke. Not sure if this is a uveso-ai problem. Sorian doesn't seem to build it either.
      posted in AI development
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      bsee