@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
Posts made by Gladry
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RE: AI-Uveso (v114) - AI mod for FAForever
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RE: AI-Uveso (v114) - AI mod for FAForever
@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.
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RE: AI-Uveso (v114) - AI mod for FAForever
if bp.Economy then if bp.Economy.BuildCostEnergy and bp.Economy.BuildCostMass ... end if bp.Economy.BuildTime then bp.Economy.BuildTime = end
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RE: AI-Uveso (v114) - AI mod for FAForever
@Uveso said in AI-Uveso (v92) - AI mod for FAForever:
@Gladry
Do you mean the no rush option ?
My AI has special builders for the no Rush Option, maybe i missconfigured the AA builders.
I will check this.Question #1: T1 AA mobile units
- In this game no-rush was not turned on - I assume the answer is about this, in any case no-rush was not on for either question.
- T1 AA mobile were still being built at 18 minutes in, I know as I allied with an Ai-Uveso player and reclaimed (killed) 20+ T1 AAs to remove them - more were built
Question #2: Base planning
- If a ground turret costs as much to build as 4 T1 tanks, and 4 tanks combined do 10% more damage build faster in 80% of the time - it makes sense to build the tanks instead.
- However if someone added a mod which changed the range or DPS, build time, or build cost of the fixed turret, turret would probably be better - especially if range is significantly farther.
- Code might check for this. AI designer might presume tanks or mobile light artillery are go-to solutions, or make comparison code
Question #3: DPS calculation
- In your function CalculatedDPS(weapon)
- your comment states "--Game logic rounds the timings to the nearest tick -- math.max(0.1, 1 / (weapon.RateOfFire or 1)) for unrounded values"
- You use the calculation of actual rate of fire which I have seen mentioned elsewhere, but in no cases have I seen, when mentioned, round up or round down. I don't know for certain (you probably do) if it rounds up or rounds down.
- Will effective rate of 1/rate = 1.66666 end up being 1.7 or 1.6. Rounding up by 0.5, as your code does, will make it 1.7 which of course is slower . 17 game ticks being more than 16 ticks.
- Do you or others know where the FAF lua code that actually decides? I can see if the game code puts the 1/rate value into a variable, and every tick subtracts 0.10 from the value until it is <= 0, that would effectively be rounding up.
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RE: AI-Uveso (v114) - AI mod for FAForever
Was playing on some maps, with initial launch area space restrictions, and your AI was creating Crazy numbers of T1 anti-air mobile units. These units were blocking all of your spaces between buildings and paths out of your initial launch area.
Also even after 20 minutes it was still keeping dozens perhaps 50+ T1 anti-air mobile units. Still blocking engineer and other unit movements in your base.
For base defense, does your AI evaluate static A defenses vs static B defenses (Ie different mods) vs mobile units?
Example:
build time + energy/mass cost and DPS + range of xx mobile tanks vs
BT +E/M and DPS + range of yy turrets?Direct fire vs ballistic units (that can fire over blocking terrain)?
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RE: AI-Uveso (v114) - AI mod for FAForever
Hi Uveso,
Question - better here or in main mods thread? You decide.
I found a mod I liked but with a few bugs.
Your AI automatically uses this mod, if installed.It is "AutoReclaim-dwm" - A series of auto-reclaiming auto-assisting engineering turrets.
I've made most of the fixes, one problem remains.
WIth every faction, except Cybran, if the unit is upgrading to a higher level (1->2 or 2->3) - choosing [stop] causes the unit to (apparently) self destruct. Cybran begins update, continues update, stops update on demand and reverts back to original before upgrade was attempted.Self-destruct because before upgrading, or during upgrading - choosing ctrl-period shows that unit and all other engineers.
However after "self destruct" - ctrl-. shows only other engineers.I have studied the LUA code and .BP definition for the DWM version of Cybran tower. I have used programmer text edtor DIFF tool to compare that to the other faction's towers.
I have edited the other towers to make them as close as possibly the same as Cybran.
Of course Cybran LUA class is CConstructionStructureUnit and UEF is TConstructionUnit and so on. Those difference are expected and left alone.These do NOT appear to be merge units, so I am unsure if existing class member methods for original units are still called by FAF. By which I mean "original game had cybran engineering unit, so any over-write unit with same unit blueprint name does or does not get benefit of code associated with that unit name.
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RE: AI-Uveso (v114) - AI mod for FAForever
About ACU again - any code that can detect whether other AI players also have AIX Omni settings? When AI is playing against other AIX with Omni, don't upgrade ACU with Stealth.
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RE: AI-Uveso (v114) - AI mod for FAForever
@Uveso
Im not sure what version of LUA is being run by FAF, but there is a web page with reference for various versions of LUA.
5.4 version https://www.lua.org/manual/5.4/manual.html#3.4.1I wonder if someone setup a code to check the wall-clock time, and after xx minutes to force a LUA garbage cleanup, if some of the memory problems would go away.
Although from the format of the parameters, it seems like it might only be callable from C language.There appears to be a LUA function for also calling "C style" functions, perhaps combine them if it truly is C function.
int lua_gc (lua_State *L, int what, ...);
Controls the garbage collector.
This function performs several tasks, according to the value of the parameter what. For options that need extra arguments, they are listed after the option.
- LUA_GCCOLLECT: Performs a full garbage-collection cycle.
- LUA_GCSTOP: Stops the garbage collector.
- LUA_GCRESTART: Restarts the garbage collector.
- LUA_GCCOUNT: Returns the current amount of memory (in Kbytes) in use by Lua.
- LUA_GCCOUNTB: Returns the remainder of dividing the current amount of bytes of memory in use by Lua by 1024.
- LUA_GCSTEP (int stepsize): Performs an incremental step of garbage collection, corresponding to the allocation of stepsize Kbytes.
- LUA_GCISRUNNING: Returns a boolean that tells whether the collector is running (i.e., not stopped).
- LUA_GCINC (int pause, int stepmul, stepsize): Changes the collector to incremental mode with the given parameters (see ยง2.5.1). Returns the previous mode (LUA_GCGEN or LUA_GCINC).
- LUA_GCGEN (int minormul, int majormul): Changes the collector to generational mode with the given parameters (see ยง2.5.2). Returns the previous mode (LUA_GCGEN or LUA_GCINC).
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RE: AI-Uveso (v114) - AI mod for FAForever
@Uveso
Hi Uveso,Yes, fixing whatever unit would be great if the error message mentioned what unit caused the error.
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RE: AI-Uveso (v114) - AI mod for FAForever
I think I might have a fix for the FAF code in NIX2 compressed code archive.
The error was
...ver\gamedata\lua.nx2\lua\sim\Unit.lua(3067): attempt to call method `bp.BuildCostEnergy' (a nil value)
The original code and my fix.
ORIGINAL: ----------------------- local scale = math.min(4, math.max(1, (bp.BuildCostEnergy / bp.BuildTime or 1) / 50)) FIX: ----------------------- local scale = 4 if bp.BuildCostEnergy and bp.BuildTime then scale = math.min(4, math.max(1, (bp.BuildCostEnergy / bp.BuildTime or 1) / 50)) end
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RE: AI-Uveso (v114) - AI mod for FAForever
I found, what I believe to be the code in your platoon.lua for when/whether to update a commander.
However it only seems to check proximity of enemy units and self-distance from base (safety)
I would add an additional check, if any shield has been built at base to put the unit under the shield (I was trying to figure if you had a function for that) before attempting update.I have seen some situations where many units are approaching, launching missiles or firing at a no-self shield or self repair commander during self update.
Also are there any functions where you can check terrain vs weapon firing track? Example: tank firing into a hill when trying to hit a unit theoretically in range. Or a defense turret trying to hit an approaching unit, but firing is direct and unit is down a slope and can only be hit by missiles/rockets or trajectory weapons.
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RE: AI-Uveso (v114) - AI mod for FAForever
@Uveso
After looking more carfully at the posting options, I now see how I can upload the log file- I would like to compress it, but up loader here wont let me.
- It wants a smaller file than 2Megs, but wont accept compressed.
- Perhaps if I rename a 7-zip file as another acceptable type?
RecentGame-51m.7z.log
Here is a game that lasted until minute 51:00
(human observer, all AIX Ai-Uveso, 16 armies)
After looking at the various warnings and Uveso named "errors" (Uveso noted error not Game FAF.exe error)This line early on in the log
warning: Error running /lua/sim/tasks/EnhanceTask.lua script in CScriptObject at 5d737ef0: ...\gamedata\units.nx2\units\url0001\url0001_script.lua(264): attempt to call method `ChangeMaxRadius' (a nil value) stack traceback: ...\gamedata\units.nx2\units\url0001\url0001_script.lua(264): in function `CreateEnhancement' ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3914): in function `OnWorkEnd' ...rever\gamedata\lua.nx2\lua\sim\tasks\enhancetask.lua(80): in function <...rever\gamedata\lua.nx2\lua\sim\tasks\enhancetask.lua:54>
All other warnings or errors seem non EXE related.
MOD LIST SET TO: AA ACU (fb5b9e30-ab81-40b7-86ce-45c5295e4e30) AutoReclaim (dwm) (080b115f-7682-4868-bad7-2a2273386a8d) Smart Tactical Missiles (6BEA1FF0-5D8B-3656-0210-C359C5A5E849) Total Mayhem (62e2j64a-TOMA-3652-01370-146as555a8u3) Paragon Sharing (AF6212F2-66A6-11E9-B57E-A38D0099106D) BlackOps FAF: EXUnits (9e8ee941-c406-4751-b367-e10000019000) Paragon Lite (570bfbf0-6bfa-11e9-b475-0800200c9a66) Antares Unit Pack FAF v2.5 (6aa65d2a-5926-3652-0240-1000200c9a09) BlackOps FAF: Unleashed (9e8ea941-c306-aaaf-b367-u00000019000) Anti Nuke price v3.1 (a3ec424c-d3d6-4775-9303-9372817f2808) AI-Uveso (62e2j64a-AIUV-0910-89465-146as555a8u3) Jaggeds Infrastructure Pack V3.0 (fff6f6c8-248a-11de-8c30-0811211c9x8x) Slaugh7ers T2 and T3 Walls (12345678-9123-4567-8912-slaugh7er00v1) Ninja Reclaim Drones (FEC17324-7392-3652-0180-119A739294E0) Experimental Squareshields (b59081a9-613b-46f1-becd-3b6520615670) DefencesExpand v1.0 (6e0851ba-8dde-416a-9d76-20c3bb090z08) Nuclear Repulsor Shields (44844B72-6054-3656-0210-D5FA6066FB5E) NoShake (06E0D4F2-2231-11E3-A9FB-92EE6088709B) Missile Tracking (0fb13852-d03f-48bd-b93c-e29c4d47df02) All factions FAF BlackOps Nomads (EFD32F08-945D-0040-8F33-AFB2E4372DD0)
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RE: AI-Uveso (v114) - AI mod for FAForever
I can't sear it was Ai-Uveso issue.
I have had game crashes before but not like this "crash".
Crash effect- all units on screen stop moving
- Mouse still active
- Mouse can hover over any unit and see the info box pop up
- Units can be selected and orders given, they dont move of course, or build, etc.
- map scrolling works, map zoom in out works
- F10 menu works (cant save of course) - Did not try exit to windows but end game did not work
- I checked the game log - see below
At 28 minutes the following showed up in log
This was the FINAL "debug: Gametime: 00:28:00" message.
I don't know but this message occured somewhat down into the log from gametime:
warning: [platoon.lua, line:2494] *UnitUpgradeAI ERROR: "bab1302":CanBuild( BROBT1PERI ) failed!I did not post all the remainder of the log.
There were log entries when I tried un/pause game and when I alt-tabbed out and back.debug: Current gametime: 00:28:00 info: M: [####################] E: [#################~~~] - BuilderPriority = 1000 - SelectedBuilder = U3p Air Scouts debug: Gametime: 00:28:00 --- Unit: 3167 --- Platoon: 685 --- FPS: 30 --- Memory: 999.9M / 1.117G --- Speed: +0 / -3 --- SimSpeed: 08% ( 60 Game = 712 System Seconds ) debug: Entity: 21028 --- Prop: 04042 --- CScriptObject: 70622 --- CTask: 39292 --- CTaskThread: 37306 --- CLuaTask: 03558 --- CDecalHandle: 17731 --- ReconBlip: 03352 info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 250 - SelectedBuilder = U2A Air Fighter info: M: [##########~~~~~~~~~~] E: [####################] - BuilderPriority = 15400 - SelectedBuilder = U-T3 Gate 3 info: M: [##########~~~~~~~~~~] E: [####################] - BuilderPriority = 1500 - SelectedBuilder = U3 AirFactory AA info: M: [##########~~~~~~~~~~] E: [####################] - BuilderPriority = 1500 - SelectedBuilder = U3 AirFactory AA info: M: [########~~~~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 Engineer noPool Land info: M: [####################] E: [####################] - BuilderPriority = 1000 - SelectedBuilder = U3p Air Scouts info: M: [###########~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 Engineer noPool Land info: M: [###########~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 SubCommander RAMBO info: M: [###########~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 SubCommander SIMPLECOMBAT info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 350 - SelectedBuilder = U3A Air Fighter ratio info: M: [####################] E: [####################] - BuilderPriority = 1000 - SelectedBuilder = U3p Air Scouts info: M: [#########~~~~~~~~~~~] E: [####################] - BuilderPriority = 17830 - SelectedBuilder = U1 Mass 1000 8+ info: M: [#########~~~~~~~~~~~] E: [####################] - BuilderPriority = 17810 - SelectedBuilder = U1 Mass 1000 10+ info: M: [###########~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 Engineer noPool Land info: M: [#######~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 875 - SelectedBuilder = U2 Ground Defense always info: M: [#######~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 875 - SelectedBuilder = U2 Ground Defense always info: M: [#########~~~~~~~~~~~] E: [####################] - BuilderPriority = 500 - SelectedBuilder = U2 Air Transport info: M: [####################] E: [####################] - BuilderPriority = 1000 - SelectedBuilder = U3 Air Scout info: M: [#########~~~~~~~~~~~] E: [####################] - BuilderPriority = 500 - SelectedBuilder = U2 Air Transport info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [####################] E: [####################] - BuilderPriority = 1000 - SelectedBuilder = U3p Air Scouts info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 350 - SelectedBuilder = U3A Mobile Artillery info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [###########~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 Engineer noPool Land info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 19000 - SelectedBuilder = U1 PanicZone Mobile Arty Force info: M: [#####~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 16600 - SelectedBuilder = U1 Sea Factory 1st info: M: [############~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 17878 - SelectedBuilder = U2 Mass Adjacency Engineer info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 16600 - SelectedBuilder = U1 Sea Factory 1st+ info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 19000 - SelectedBuilder = U1 PanicZone Tank Force info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [##########~~~~~~~~~~] E: [####################] - BuilderPriority = 500 - SelectedBuilder = U2 Air Transport info: M: [############~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [##########~~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 SubCommander CLOAK debug: * AI-Uveso: BuildSACUEnhancements: no enhancement found for (url0301) = "xxx" debug: * AI-Uveso: BuildSACUEnhancements: no enhancement found for (url0301) = "xxx" debug: * AI-Uveso: BuildSACUEnhancements: no enhancement found for (url0301) = "xxx" info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [##########~~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 SubCommander RAS info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 19250 - SelectedBuilder = UC CDR Attack Military info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [############~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [##########~~~~~~~~~~] E: [####################] - BuilderPriority = 19250 - SelectedBuilder = UC CDR Attack Military info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [#####~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 1000 - SelectedBuilder = U3 Air Scout info: M: [#######~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 17880 - SelectedBuilder = U1 Air Factory Cap info: M: [#######~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 15000 - SelectedBuilder = U2 Shield Ratio info: M: [#######~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 15000 - SelectedBuilder = U2 Shield Ratio info: M: [#######~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 160 - SelectedBuilder = UTM1 HEAVY Gunship 1st info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 1000 - SelectedBuilder = U3 Air Scout info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 18500 - SelectedBuilder = U1 Engineer noPool land < 1 info: M: [##########~~~~~~~~~~] E: [####################] - BuilderPriority = 18500 - SelectedBuilder = U1 Engineer noPool land < 1 info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 350 - SelectedBuilder = U3A TorpedoBomber info: M: [#####~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 18500 - SelectedBuilder = U1 Engineer noPool land < 1 info: M: [#####~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 18500 - SelectedBuilder = U1 Engineer noPool land < 1 info: M: [#########~~~~~~~~~~~] E: [####################] - BuilderPriority = 16200 - SelectedBuilder = U3 Mass Fab info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 19000 - SelectedBuilder = U1 PanicZone Mobile Arty Force info: M: [############~~~~~~~~] E: [####################] - BuilderPriority = 1000 - SelectedBuilder = U3 Air Scout info: M: [#########~~~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 Engineer noPool Land info: M: [#########~~~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 Engineer noPool Land info: M: [#########~~~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 Engineer noPool Land info: M: [#########~~~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 Engineer noPool Land info: M: [#########~~~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 Engineer noPool Land info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 19250 - SelectedBuilder = UC CDR Attack Military info: M: [#############~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Gunship EXPResponse info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 19250 - SelectedBuilder = UC CDR Attack Military info: M: [##########~~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 SubCommander ANTIAIR info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 17878 - SelectedBuilder = U2 Mass Adjacency Engineer info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 350 - SelectedBuilder = U3A Mobile AA MIN debug: * AI-Uveso: BuildSACUEnhancements: no enhancement found for (url0301) = "xxx" debug: * AI-Uveso: BuildSACUEnhancements: no enhancement found for (url0301) = "xxx" debug: * AI-Uveso: BuildSACUEnhancements: no enhancement found for (url0301) = "xxx" info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [##########~~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 SubCommander STEALTH info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [####################] E: [####################] - BuilderPriority = 17500 - SelectedBuilder = U1 Sonar info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [######~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 17850 - SelectedBuilder = U1 Mass 1000 6+ info: M: [######~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 16600 - SelectedBuilder = U1 Sea Factory 1st+ info: M: [####################] E: [####################] - BuilderPriority = 1000 - SelectedBuilder = U1R Land Scout info: M: [###########~~~~~~~~~] E: [####################] - BuilderPriority = 500 - SelectedBuilder = U2 Air Transport info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 17810 - SelectedBuilder = U1 Mass 1000 10+ info: M: [###########~~~~~~~~~] E: [####################] - BuilderPriority = 16200 - SelectedBuilder = U3 Mass Fab info: M: [###~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 17830 - SelectedBuilder = U1 Mass 1000 8+ info: M: [###########~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 Engineer noPool Air info: M: [##~~~~~~~~~~~~~~~~~~] E: [####################] - BuilderPriority = 345 - SelectedBuilder = U3E Air Fighter EXPResponse info: M: [###########~~~~~~~~~] E: [####################] - BuilderPriority = 15400 - SelectedBuilder = U-T3 Gate 3 info: M: [###########~~~~~~~~~] E: [####################] - BuilderPriority = 18400 - SelectedBuilder = U3 Engineer noPool Land info: M: [###################~] E: [####################] - BuilderPriority = 16600 - SelectedBuilder = U1 Sea Factory 1st+ warning: [platoon.lua, line:2494] *UnitUpgradeAI ERROR: "bab1302":CanBuild( BROBT1PERI ) failed!
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RE: T2 Mass Storage having opposite effect - Jagged + others
I wonder if Jagged uploaded it. I can see the "author" in the vault but not the up loader.
In any case I found out the fixes from the error messages.
Whoever renamed the module "Jaggeds_Infrastructure_Pack 3.0"
did NOT modify the source lines in various LUA files with import and iconpath statements referring to the original Mod's path.
So multi-file edit - search for "Jaggeds_Infrastructure_Pack" replace with "Jaggeds_Infrastructure_Pack 3.0"With this fix in place and testing - T2 storage now works as expected.
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T2 Mass Storage having opposite effect - Jagged + others
An odd effect I noted with latest FAF and several combined mods.
Using latest v22 "Jaggeds Infrastructure Pack V3.0" (yes v22 of version 3.0)
I believe I searched the vault of Mods for latest versions of all of these.- Build a T2 or T3 Mex.
- surround with T1 Mass storage.
- Upgrade a single T1 to T2 mass storage - T2 mex goes from producing 9 to producing 8
- Upgrade all of the Storage to T2, and T2 mex produces 6
FAF v3719
Hmm... looking a bit further into the RecentGame.log file...
warning: ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): Error importing '/mods/jaggeds_infrastructure_pack/hook/lua/sim/adjacencybuffs.lua' and info: Problems loading module '/mods/jaggeds_infrastructure_pack 3.0/units/euebmst2/euebmst2_script.lua'. Falling back to 'Unit' in '/lua/sim/unit.lua'.
Here is list of active mods
MOD LIST SET TO: AA ACU (fb5b9e30-ab81-40b7-86ce-45c5295e4e30) AI-Uveso (62e2j64a-AIUV-0910-89465-146as555a8u3) Advanced Reclaim Info (2019eaac-e8ed-11e4-b02c-1681e6b88ec6) Advanced target priorities 1.1 (20dec73e-d4b2-11e5-ab30-625662822222) All factions FAF BlackOps Nomads (EFD32F08-945D-0040-8F33-AFB2E4372DD0) Antares Unit Pack FAF v2.5 (6aa65d2a-5926-3652-0240-1000200c9a09) Antares Unit [Fixes] (7a2a345c-cdf5-40a6-Fix-Ant01) Anti Nuke price v3.1 (a3ec424c-d3d6-4775-9303-9372817f2808) AutoReclaim (dwm) (080b115f-7682-4868-bad7-2a2273386a8d) BlackOps FAF: EXUnits (9e8ee941-c406-4751-b367-e10000019000) BlackOps FAF: Unleashed (9e8ea941-c306-aaaf-b367-u00000019000) Common Mod Tools (zcbf6277-24e3-437a-b968-Common-v1) DefencesExpand v1.0 (6e0851ba-8dde-416a-9d76-20c3bb090z08) Experimental Squareshields (b59081a9-613b-46f1-becd-3b6520615670) Jaggeds Infrastructure Pack V3.0 (fff6f6c8-248a-11de-8c30-0811211c9x8x) Missile Tracking (0fb13852-d03f-48bd-b93c-e29c4d47df02) Ninja Reclaim Drones (FEC17324-7392-3652-0180-119A739294E0) NoShake (06E0D4F2-2231-11E3-A9FB-92EE6088709B) Nuclear Repulsor Shields (44844B72-6054-3656-0210-D5FA6066FB5E) Paragon Lite (570bfbf0-6bfa-11e9-b475-0800200c9a66) Paragon Sharing (AF6212F2-66A6-11E9-B57E-A38D0099106D) Reclaim Tower (01456cd7-cbtt-4c3a-bdac-3d56e8fdc890) Slaugh7ers T2 and T3 Walls (12345678-9123-4567-8912-slaugh7er00v1) Smart Reclaim (99999999999999999991) Smart Tactical Missiles (6BEA1FF0-5D8B-3656-0210-C359C5A5E849) Total Mayhem (62e2j64a-TOMA-3652-01370-146as555a8u3)
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RE: Why is this merge mod not working?
UnitBlueprint { Merge = true, BlueprintId = 'gmrb402', Weapon = { [1] = { Damage = 19350, }, }, Intel = { VisionRadius = 56, }, }
having made those changes suggested, lower casing, weapons with bracing (as I mentioned in my original post "example: [1] = { before damage =" )
Creating a new unit with Alt+F2 - it still shows damage = 30- it still does not affect the actual game
- the Recent Game.log does not note any errors in parsing/processing any files related to my mod.
Looking deeper into files within "AntaresUnitPack" mod, it seems it might be creating the unit by loading with .lua code files.
it has a .lua file within menu structure <mot>/lua/CustomUnits/_T3StrategicMissileDefense.lua
this has only one function definedT3StrategicMissileDefense = {
UEF = {'tbu0029', 45}, -- AntiNuke
Cybran = {'gmrb402', 50}, -- Name: Defender (Experimental Strategic Missile Defense)
},There is also a .DB file in the original's directories "GMRB402_unit.bp"
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Why is this merge mod not working?
I have the following directory structure
AntaresFixes\
\Merge\I have the following .lua and .db files
AntaresFixes\mod_info.lua
# FAF has increased the Healthpoints of a strategic missile by 1000 to 25,000 HP # UnitName = GMRB402 = "Defender" # UnitName = TBU0029 = "Deathkill" name = "Antares Unit [Fixes]" uid = "7a2a345c-cdf5-40a6-Fix-Ant01" version = 1 description = "Fixes-Antares Unit Pack - Experimental AntiNukes" author = "Gladry" icon = "/mods/AntaresFixes/Buzz_Fixer.png" selectable = true enabled = true exclusive = false ui_only = false conflicts = { } requires={"6aa65d2a-5926-3652-0240-1000200c9a09" } before = { } -- comes before these mods after = {"6aa65d2a-5926-3652-0240-1000200c9a09" } -- comes after these mods requiresNames = { # an optional table which will map the required uids to friendly names so the user of the mod can determine what they are missing ["6aa65d2a-5926-3652-0240-1000200c9a09"] = "Antares Unit Pack FAF v2.5", }
info: Antares Unit Pack FAF v2.5 (6aa65d2a-5926-3652-0240-1000200c9a09)
The order of the mod loading works
info: Blueprints Loading: modded files from "Antares Unit Pack FAF v2.5" mod
info: Blueprints Loading: modded files from "Fixes-Antares Unit Pack" mod
and within the merges folder
\merges\exp-anti-nuke.dbUnitBlueprint { Merge = true, BlueprintId = 'TBU0029', Weapon = { Damage = 12900, }, # }, #UnitBlueprint { # Merge = true, BlueprintId = 'GMRB402', Weapon = { Damage = 19350, }, }, }
I have been trying variations within the .DB file.
That is currently why the comment lines are on the 2nd unitBlueprint and merge = true,I have used cheat & alt+F2 to place units in a sample game, the damage is not getting applied to the units
This FaForever guide suggests I need to make an additional brace surround and weapon designator for weapon #1.
example: [1] = { before damage =Of course I can go directly into the .DB files in Antares unit pack and edit the damage direclty, but the goal is to be able to modify it with another mod.
Note: I have also attempted to modify just a single blueprint within the file (removing the section for the other BlueprintId )
All braces are matched (as shown by notepad++) -
RE: Total Mayhem 1.37 for all game versions
I just used the updated version last night. The Experimental UEF and Cybran nuke defence structures were failing left and right.
A missile would arrive, the device would shoot at the missile, 4 or 5 times before eventually killing the missile.
This would otherwise be fine except when 8 missiles are arriving at the same time.In earlier versions the structures reliably destroyed most missiles with one hit.
The Cybran structure launched at least 9 pseudo-anti-nuke spheres at one missile.
The UEF structure would send streams of phalanx type ammo at the missiles, and also not destroy them.Given the contruction cost vs defense missile launchers against several U-Vesso AIX players, something seems off.
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RE: MEMORY issues - over time
Various answers:
Have I "sourcerized" the code. No.
If you have a C, C++ program and are using an indexed array with a signed integer - this can be the result.
If you are speaking assembly language, and using an offset instruction for an address (eg: pseudo code Store RegA, table[RegB] ) - negative issue never happens as the other register is always considered, in this case, unsigned. However with too large an offset it could cause an address fault "You did not own that memory address"
Testing without mods: Could I, Yes. Would I? Boring. These crashes occur for me after the game clock reaches 30+ minutes usually, last night it was game clock 52 minutes (but I am playing computer opponents, and running slowed down game speed). AIX - AI Uveso + several others. If it runs to tech level 3 and many-many experimentals on the battlefield it is likely not a major cross Mod problem (they usually crash almost instantly)