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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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    splitice

    @splitice

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    Latest posts made by splitice

    • RE: AI Development Guide and M27AI v81 Devlog

      @maudlin27 Iterate the blueprints on start for unit ranges perhaps? Thats how unit stats are normally changed so it makes sense to do the same on first tick.

      It didnt build zero experimentals (I saw a few galactic colossuses before taking the center) but they were limited. Towards the end of the game I would have expected to see waves of them.

      posted in AI development
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      splitice
    • RE: AI Development Guide and M27AI v81 Devlog

      Also flying engineer strategy:

      • Fly in over land defences and take them 🙂

      Might have been a good strategy for that engineer army.

      posted in AI development
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      splitice
    • RE: AI Development Guide and M27AI v81 Devlog

      Played a heavily modded game (primarily fast build, increased storage, increased nuke defence build rate, defence expanded). 1x AIX vs 1x human.

      @maudlin27 well done... took me over 2 hours (Uveso with the same settings would be sub 1hr typically).

      Got forced to turtle up to the middle a bit the AI was very overwhelming with a constant stream of high tier units controlling the center.

      I'm betting it would have had enough resources to build more experimentals however it didnt. Might have been able to win if it did. One area AIs can typically offer more challenge to human players (if resources permit) is by building experimentals as that requires extensive micro management as a human.

      It never tried for a nuke win. T4 Arty was disabled in this match so there was no Arty win possible.

      I won via area supression followed by brute force nuke win.

      1. Area for improvement.

      Don't park within range of guns

      1. Area for improvement

      In the above screenshot that was a fleet of T1 and T3 engineers primarily. Seems kind of useless?

      Tried to invade with that engineer army multiple times. Cannon fodder strategy?

      Overall - good game. Played well. Slowest point with large armies clashing -2, typically +2.

      posted in AI development
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      splitice
    • RE: AI Development Guide and M27AI v81 Devlog

      @maudlin27 thanks very much.

      I thought it might be mod compatibility but I was thinking Auto Reclaim. I look forward to seeing what the next release can do.

      posted in AI development
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      splitice
    • RE: AI Development Guide and M27AI v81 Devlog

      @maudlin27 It was a modded game. It would probably be a pain to replay https://replay.faforever.com/17253648

      I saw there was an update since I last updated so I gave that a shot and got no where. On start:

      warning: false\000M27ERROR Count=1: GameTime 4: sBlueprintToBuild is nil, could happen e.g. if try and get sparky to build sxomething it cant - refer to log for more details
      warning: stack traceback:
      warning:         [C]: in function `assert'
      warning:         [C]: in function `pcall'
      warning:         ...nder forged alliance\mods\m27ai\lua\m27utilities.lua(74): in function `ErrorHandler'
      warning:         ...d alliance\mods\m27ai\lua\ai\m27engineeroverseer.lua(3146): in function `BuildStructureAtLocation'
      warning:         ...er forged alliance\mods\m27ai\lua\ai\m27overseer.lua(7173): in function <...er forged alliance\mods\m27ai\lua\ai\m27overseer.lua:7154>
      info: BuildStructureAtLocation: Had category to build. oEngineer=ual00011; UC=1; All blueprints that satisfy the category={ table: 27460820 
      info:   "drlk005",
      info:   "uab0101",
      info:   "uab0201",
      info:   "uab0301",
      info:   "ueb0101",
      info:   "ueb0201",
      info:   "ueb0301",
      info:   "urb0101",
      info:   "urb0201",
      info:   "urb0301",
      info:   "xrl0002",
      info:   "xrl0003",
      info:   "xrl0004",
      info:   "xrl0005",
      info:   "xsb0101",
      info:   "xsb0201",
      info:   "xsb0301",
      info:   "zab9501",
      info:   "zab9601",
      info:   "zeb9501",
      info:   "zeb9601",
      info:   "zrb9501",
      info:   "zrb9601",
      info:   "zsb9501",
      info:   "zsb9601"
      info: }
      

      (Ditto Mods)
      https://replay.faforever.com/17253862

      posted in AI development
      S
      splitice
    • RE: AI Development Guide and M27AI v81 Devlog
      warning: Error running lua script: ...ed alliance\mods\m27ai\lua\ai\m27factoryoverseer.lua(524): attempt to perform arithmetic on field `?' (a nil value)
               stack traceback:
               	...ed alliance\mods\m27ai\lua\ai\m27factoryoverseer.lua(524): in function `DetermineWhatToBuild'
               	...ed alliance\mods\m27ai\lua\ai\m27factoryoverseer.lua(1219): in function <...ed alliance\mods\m27ai\lua\ai\m27factoryoverseer.lua:1107>
      

      Finished in like 10 minutes flat after norush. AI did not build much.

      posted in AI development
      S
      splitice
    • RE: Error joining a game from lobby

      Tried three times to start with Faf beta, no luck.

      posted in Game Issues and Gameplay questions
      S
      splitice
    • RE: Mappers: 15km Setons, I will pay

      If it does get made Github. Expecially as a backup to prevent loss of content due to arbitary removal.

      posted in Mapping
      S
      splitice
    • RE: [MOD] PJ Infrastructure Pack for play with AIx

      @foxy_pj aware. Gripe directed at whomever involved, not you sorry if that was unclear.

      Not exacty against rules explicitly or how copyright or takedown works (e.g us supreme court finding re; right to modify software). But hey nothing I can do about it other than not upload content to the vault.

      If faf staff were concerned about legality they would look into the legal models used by similar services e.g:

      • github
      • fanfiction (e.g otw)
      • other moddb sites all of which deal with derivative works (most of the mods in the vault would be infringing on GPG if not for that supreme court finding)
      • or; even force appropriate licencing

      This is kind of off topic for this thread (sorry), so I'll leave it here.

      posted in Modding & Tools
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      splitice
    • RE: [MOD] PJ Infrastructure Pack for play with AIx

      @foxy_pj

      News to me.

      The dwm variant has been removed too, leaving only the original unmaintained in 7 years version. Don't you just love it when good content is removed for pointless reasons?

      Before anyone asks, no I don't have a backup copy of dwm's version of the mod and since mines (supposedly?) against the rules I'll just say PM me for a copy.

      FYI to any staff the rules links a 404 (https://forum.faforever.com/topic/607/faf-mod-vault-rules-regulations) so anyone confirming they have read the linked rules is confirming they have read a page not found error.

      It is funny to me considering that:

      1. 4 of the 15 most recent mods are modifications
      2. my mod is an improvement of an existing modification (dwm) for the existing modification by Mavr390 (published 8 years ago) and thats largely a copy of the Supcom lua files with a few additional lines of logic (claim copywrite on that? ha)

      It's what mods are, modifications.

      Anyway doesnt matter me, it was for the communities benefit I uploaded. I don't need to, and now I won't.

      posted in Modding & Tools
      S
      splitice