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    Uveso

    Uveso

    @Uveso

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    Uveso Follow

    Best posts made by Uveso

    Updated Mods for FAF and Vanilla Steam

    Updated Mods for FAF:

    AI-Uveso <only for FAF> v91
    Author: Uveso
    Features: Adds 5 new sub AI's to the game. (Adaptive, Overwhelm, Rush, Experimentals and Easy.)
    Compatible with Gameversion: (FAF)1.5.3652+, Nomads
    This mod supports Nomads.
    Downloadlink: AI-Uveso-Mod-v91.zip
    More info: https://forum.faforever.com/topic/350
    Github: https://github.com/Uveso/AI-Uveso
    Downloadable from Vault: Yes.

    AllFactions_FAF_BO_Nomads v4
    Author: Uveso
    Features: Spawns the ACUs of all factions.
    Compatible with Gameversion: (FAF)1.5.3708+, Nomads
    This mod supports Nomads.
    Downloadlink: AllFactions_FAF_BO_Nomads_v4.zip
    More info: https://forum.faforever.com/topic/351/all-faction-acu-support-for-black-ops-acu-and-nomads-v4
    Downloadable from Vault: Yes.

    BlackOpsFAF-ACUs <only for FAF> v18
    Based on original version: BlackOps-ACUs v3.5
    Author: Exavier Macbeth, Lt_hawkeye, orangeknight
    Features: Adds 4 ACUs to the game.
    AI Support: Full AI Support.
    Compatible with Gameversion: (FAF)1.5.3652+
    Downloadlink: BlackOpsFAF-ACUs-v18.zip
    More info: https://forum.faforever.com/topic/352/blackopsfaf-acus-only-for-faf-v18
    Github: https://github.com/Uveso/BlackOpsFAF-ACUs
    Downloadable from Vault: Yes.

    BlackOpsFAF-Unleashed <only for FAF> v19
    Based on original version: BlackOps Unleashed v6
    Author: Exavier Macbeth, Lt_hawkeye, orangeknight
    Features: Adds 52 buildings and 128 Units and 23 Experimental to the game.
    AI Support: Full AI Support + real AI platoon builder.
    Compatible with Gameversion: (FAF)1.5.3652+
    Downloadlink: BlackOpsFAF-Unleashed-v19.zip
    More info: https://forum.faforever.com/topic/353/blackopsfaf-unleashed-only-for-faf-v19
    Github: https://github.com/Uveso/BlackOpsFAF-Unleashed
    Downloadable from Vault: Yes.

    BlackOpsFAF-EXUnits <only for FAF> v19
    Based on original version: BlackOps Special Weapons v4
    Author: Exavier Macbeth, Lt_hawkeye, orangeknight
    Features: Adds 1 buildings and 6 Units and 1 Experimental to the game.
    AI Support: Full AI Support.
    Compatible with Gameversion: (FAF)1.5.3652+
    Downloadlink: BlackOpsFAF-EXUnits-v18.zip
    More info: https://forum.faforever.com/topic/354/blackopsfaf-exunits-only-for-faf-v19
    Github: https://github.com/Uveso/BlackOpsFAF-EXUnits
    Downloadable from Vault: Yes.

    Experimentals Wars <only gameversion 3652+> v1.87
    Based on original version: Experimentals Wars V1.8
    Author: asdrubaelvect
    Features: Modifies or adds 14 buildings, 25 Units and 7 Experimentals to the game, and veterancy upgrades to all tech 1 land units.
    AI Support: Full AI Support.
    Compatible with Gameversion: (FAF)1.5.3652+
    Not compatible with Mod: XtremeWars!
    Downloadlink: ExperimentalWars(3652)-v1.87.rar
    More info: https://forum.faforever.com/topic/355/experimentals-wars-1-87-for-gameversion-3652-faf
    Downloadable from Vault: Yes.

    Ninja Reclaim Drones <for all gameversions> v18
    Author: Uveso
    Features: Adds 6 units and 5 buildings to the game.
    AI Support: No. - AI is not allowed to build ninja drones.
    Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
    This mod supports Nomads.
    Downloadlink: NinjaReclaimDrones(AllGameVersions)-V18.zip
    More info: https://forum.faforever.com/topic/356/ninja-reclaim-drones-v18-for-all-game-versions
    Downloadable from Vault: Yes.

    Nuclear Repulsor Shields <for all gameversions> v21
    Based on the idea from the mod: Nuke collide (2007)
    Author: Uveso
    Features: Adds 12 buildings to the game. And Nukes collide with shields
    AI Support: Full AI Support.
    Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
    This mod supports Nomads.
    Downloadlink: NuclearRepulsorShields(AllGameVersions)-V21.zip
    More info: https://forum.faforever.com/topic/357
    Downloadable from Vault: Yes.

    Orbital Wars <for all gameversions> v1.37
    Based on original version: Orbital Wars 1.01
    Author: asdrubaelvect
    Features: Adds 16 buildings and 16 Units to the game.
    AI Support: Full AI Support.
    Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
    Downloadlink: OrbitalWars(AllGameVersions)-v1.37.zip
    More info: https://forum.faforever.com/topic/358/orbital-wars-1-37-for-all-game-versions
    Downloadable from Vault: Yes.

    Quantum Resource Generators <for all gameversions> v17
    Author: Uveso
    Features: Adds 5 buildings to the game.
    AI Support: Full AI Support.
    Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
    This mod supports Nomads.
    Downloadlink: QuantumResourceGenerators(AllGameVersions)-V17.zip
    More info: https://forum.faforever.com/topic/359/quantum-resource-generators-v17-for-all-game-versions
    Downloadable from Vault: Yes.

    Smart Tactical Missiles <for all gameversions> v21
    Author: Uveso
    Features: Modifies 5 buildings in game.
    Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
    This mod supports Nomads.
    Downloadlink: SmartTacticalMissiles(AllGameVersions)-V21.zip
    More info: https://forum.faforever.com/topic/360/smart-tactical-missiles-v21-for-all-game-versions
    Downloadable from Vault: Yes.

    Total Mayhem <for all gameversions> v1.37
    Based on original version: Total Mayhem v1.21
    Author: Burnie222
    Features: Adds 52 buildings and 129 Units and 23 Experimental to the game.
    AI Support: Full AI Support.
    Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
    Downloadlink: TotalMayhem(AllGameVersions)-v1.37.rar
    More info: https://forum.faforever.com/topic/361/total-mayhem-1-37-for-all-game-versions
    Downloadable from Vault: Yes.

    Wyvern Battle Pack <for all gameversions> v4
    Based on original version: Wyvern Battle Pack v2
    Author: Brandon Potter
    Features: Adds 23 buildings and 36 Units and 15 Experimental to the game.
    AI Support: Full AI Support.
    Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
    Downloadlink: WyvernBattlePack(AllGameVersions)-v4.zip
    More info: https://forum.faforever.com/topic/362/wyvern-battle-pack-v4-for-all-game-versions
    Downloadable from Vault: No.

    XtremWars <for all gameversions> v1.4
    Based on original version: XtremWars 1.0 FAF featured.
    Author: asdrubaelvect
    Features: Modifies or adds 54 buildings, 113 Units and 25 Experimentals to the game.
    AI Support: Full AI Support.
    Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
    Not compatible with Mod: Experimentals Wars!
    Downloadlink: XtremWars(AllGameVersions)-v1.4.rar
    More info: https://forum.faforever.com/topic/363/
    Downloadable from Vault: Yes.

    greetings Uveso.

    (Last Update: 08.Feb.2021)

    posted in Modding & Tools •
    AI-Uveso (v91) - AI mod for FAForever

    Uveso's AI Mod

    for Supreme Commander: Forged Alliance Forever v1.5.3697+
    This mod supports Nomads.

    AI-Uveso <only for FAF> v91
    AI-Uveso-Mod-v91.zip

    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\
    

    Features:

    5 new sub AI's:

    • AI: Adaptive; Balanced AI, builds Land, Air, Naval and Experimental units.
    • AI: Overwhelm; Like AI-Adaptive, but increases cheat+build factor by 0.6 after 35 minutes and again by 0.6 after 60 minutes.
    • AI: Rush; T1, T2 and T3 unit spam with fast tech upgrade and few experimentals.
    • AI: Experimentals; Builds a few units and is focussing on building experimental units.
    • AI: Easy; Builds a few units and does not attack the enemy base. But it will defend its base.

    (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)

    New functions:

    • 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 ^^)

    Update 08.Feb.2021(v91)

    • Fix: LUA Error at gameend when an AI was defeated (destroying now buildermanager before brainconditionmonitor)
    • Fix: Removed forced debug key binding ['Ctrl-q']
    • Fix: Removed the destination as waypoint from the pathfinding function. (engineers no longer block the build area)

    Update 27.Jan.2021(v90)

    • Fix: Function CheckValidMarkerPosition() optimized to prevent autogenerated markers on land/water cliffs
    • Fix: Platoon microing function was sometimes using a wrong platoon center position.
    • Fix: Platoon microing function could not handle modded units with only missiles or long range weapons.

    Update 20.Jan.2021(v89)

    • New: Sub AI "Overwhelm" is now using the more developed "Adaptive" attack plan.
    • New: Added a compleatly new AI Ecomanager that can now also pause/disable mobile units. Including stealth, cloak and jammer.
    • Fix: Changing the path calculation for c-engine to early was causing desyncs in replays.

    For older changes see:
    [...]\Mods\AI-Uveso\Changelog.txt

    AI Development Discord Server (AI-Swarm / AI-Uveso / RNGAI / NutCracker AI / DilliAI)
    https://discord.gg/ChRfhB3

    posted in AI development •
    RE: Show CPU model ID in lobbies

    This was the last issue on github about cpu benchmark:
    https://github.com/FAForever/fa/issues/2434

    Please read my comment:
    https://github.com/FAForever/fa/issues/2434#issuecomment-385811821

    This could explain why a CPU benchmark is useless in any cases
    We should test memory speed.

    posted in Suggestions •
    RE: AI-Uveso (v91) - AI mod for FAForever

    Update 20.Jan.2021(v89)

    • New: Added a compleatly new AI Ecomanager that can now also pause/disable mobile units. Including stealth, cloak and jammer.
    • New: New attack function "AttackHug". Units will move as close as possible to the target and execute suicide.
    • New: Sub AI "Overwhelm" will now increase the build and eco factor by 0.05 every minute. (starts after 20 min)
    • New: Sub AI "Overwhelm" is now using the more developed "Adaptive" attack plan.
    • New: Sub AI "Overwhelm" restriction for nuke launcher builder removed.
    • Fix: Changing the path calculation for c-engine to early was causing desyncs in replays.
    • Fix: Nuke function stopped working while targeting moving experiemtals.
    • Fix: Targeting function no longer accept targets under water for units above water and vice versa.
    • Fix: Tactical Missile defense does no longer try to attack underwater targets
    • Fix: Function GenerateSafePath will no longer return a empty path in case it's very close to start and end point.
    • Fix: Pathing for air units now cut the first and last 3 waypoints to get a better attack angle.
    • Fix: Added Buildcondition for navalexpansions to prevent unwanted naval factories in range of the main base.
    • Fix: Attack function is no longer microing units without a rear weapons (units were driven in a circle)
    • Fix: First Tech2 factory will now be build a bit later.
    • Fix: Removed debug names from attacking platoon units.
    • Fix: Units no longer get stucked after changing target priorities.
    • Opt: AI will now also check for a land path from expansions.
    • Opt: Platoon microing improved (smarter).
    • Opt: Paragon will be build earlier and with more assistees.
    • Opt: SACU teleport platoons now move to the target for better dead explosion damage usage.
    • Opt: GreaterThanEconIncomeFunction only returns true now if eco trend is positive; Even if a paragon is found.
    • Opt: Air experimentals now tend to move inside the base (stopped at defense before).
    • Opt: Changed WeaponTargetCategories fore some LAND experimentals platoons (now also attcking Optics structures).
    • Opt: Added scouts to some bomber and gunship platoons.
    • Opt: Changes some categories to support SCTA mod.
    • For AI devs: Buildcondition changed (LocationType added): { MIBC, 'CanPathToCurrentEnemy', { false, 'LocationType' } },
    • For AI devs: Function changed (new args): AIFindNearestCategoryTargetInCloseRange(platoon, aiBrain, squad, [...])
    posted in AI development •
    RE: Simspeed: What performance improvements could be ported from LOUD MOD?

    But this does not mean, we are not optimizing the AI or gamespeed.
    These are the latest AI patches.
    Read the patchnotes to see whats already done:

    AI Patch V1:
    https://github.com/FAForever/fa/pull/2468
    AI Patch V2:
    https://github.com/FAForever/fa/pull/2566
    AI Patch V3:
    https://github.com/FAForever/fa/pull/2660
    AI Patch V4:
    https://github.com/FAForever/fa/pull/2734
    AI Patch V5:
    https://github.com/FAForever/fa/pull/2802
    AI Patch V6: (AI pathfinding "A*(Star) search algorithm".)
    https://github.com/FAForever/fa/pull/2915
    Fix for AI Base templates
    https://github.com/FAForever/fa/pull/2918
    AI Patch V8:
    https://github.com/FAForever/fa/pull/3083

    (Patch V8 is only available on the FAF develop version.)

    posted in Suggestions •
    RE: AI-Uveso (v91) - AI mod for FAForever

    Update 08.Feb.2021(v91)

    • New: Added strategy for NukeSub defense.
    • Fix: LUA Error at gameend when an AI was defeated (destroying now buildermanager before brainconditionmonitor)
    • Fix: Renamed Function hook for Platoon-, Factory- and Engineerbuilder to prevent a crash with other AIs
    • Fix: Removed forced debug key binding ['Ctrl-q']
    • Fix: Initial basebuild failed in case the cheatfactor was higher than 1.7 (energy/mass builder)
    • Fix: Removed the destination as waypoint from the pathfinding function. (engineers no longer block the build area)
    • Fix: Added NutCracker AI to debug functions menu.
    • Opt: Platoons with experimentals are now switching a bit earlier to the next waypoint to prevent bumping units.
    • Opt: Cybran shields will now upgrade way earlier than before.
    • Opt: Added ACU sniper platoon (13-15 fighterbomber -> directattack ACU)
    • Opt: AI Ecomanager is now optimized for better game speed.
    • Opt: AI can now also recover its base if the ACU is not available (fighting)
    • Opt: Adaptive AI now also working with omniview off (on is still better)
    posted in AI development •
    RE: Change Mantis to T1 tank icon

    I can only answer how difficult it is to change.

    Go to this line:
    https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/URL0107/URL0107_unit.bp#L220

    Change it from

    StrategicIconName = 'icon_bot1_directfire',
    

    to

    StrategicIconName = 'icon_land1_directfire',
    

    That's all.

    posted in Suggestions •
    RE: blackops mod

    Hello ILoveMyFamily143 ,

    Black Ops has 3 mods for FAF:

    BlackOpsFAF-ACU
    BlackOpsFAF-Unleashed
    BlackOpsFAF-EXUnits

    you can find the lates version inside the vault or you can directly download it from here:
    https://forums.faforever.com/viewtopic.php?f=41&t=12416

    Have in mind you must not use the Black Ops icon support mod with FAF.
    The FAF game version has its own icon support implemented.

    posted in I need help •
    RE: AI-Uveso (v91) - AI mod for FAForever

    Yes, please always post any error you have seen.
    (Here in the forum or in our Discord channels)

    I run the game on every day in a endless loop to test unusual or rare errors.
    Its the way how i code and test my AI.

    You can also do some stability test with my AI in case you have changed something or to be sure that all is working.
    Create a skirmish game with 2 AIs and set yourself as observer (in FAF you can be an observer in skirmish games)
    Then go to options and set Debug Endless game.
    Now after starting the game it will run until the end and start the game session automatically again.
    It will aso post the restart into the gamelog, so you can view how often the game was restarted and how long a single game lasted.

    posted in AI development •
    Total Mayhem 1.37 for all game versions

    ** This mod needs the mod "AI-Uveso" enabled to prevent a buildcondition script error! **

    This is Total Mayhem version 1.37 for all Supreme Commander game versions. Tested with (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+

    Total Mayhem <for all gameversions> v1.37
    TotalMayhem(AllGameVersions)-v1.37.rar
    DownloadSize: 275 MB, Unpacked: 714 MB

    Special Thanks to:

    Author: Burnie222
    Models: OrangeKnight, Brandon
    Sounds: adamstrange
    Coding: Domino

    How to install:

    Unrar the archive.

    First copy the "TotalMayhem" folder from inside the Mods directory to:

    C:\...User...\My Games\Gas Powered games\Supreme Commander Forged Alliance\Mods\
    

    Only if you don't play on FAF:
    Copy all files from inside the

    Mods\TotalMayhem\Sounds
    

    folder to your "game\Sounds" directory:

    C:\...games...\Supreme Commander - Forged Alliance\Sounds\
    

    This Mod adds the following 52 buildings and 129 Units and 23 Experimental to the game:

    UEF Buildings:
    UEF - TECH1 - LAND : Mayor MK1 - (Experimental Gatling Defense System)
    UEF - TECH1 - LAND : Refuel & Repair - (Air Staging Facility)
    UEF - TECH1 - LAND : Sky-Force - (HydroCarbon Anti-Air Perimeter Control System)
    UEF - TECH1 - LAND : Thug MK1 - (Heavy Point Defense)
    UEF - TECH1 - LAND : Pulverizer - (Anti-Navy Defense)
    UEF - TECH1 - LAND : Mayor MK2 - (Experimental Gatling Defense System)
    UEF - TECH1 - LAND : Mortimer - (Heavy Artillery Installation)
    UEF - TECH1 - LAND : Thug MK2 - (Heavy Point Defense)
    UEF - TECH1 - LAND : Overlook - (HydroCarbon Perimeter Monitoring System)
    UEF - TECH1 - LAND : Lumberjack - (Experimental Artillery Installation)
    UEF - TECH1 - NAVAL : Munson - (Naval Mass Rig)
    UEF - TECH1 - NAVAL : HPG X100 - (Hydroelectric Power Generator)
    UEF - TECH2 - LAND : Tower Boss MK2 - (Experimental Plasmacannon)
    UEF - TECH2 - LAND : Ace - (Heavy Point Defense)
    UEF - TECH2 - LAND : Big Jack - (Experimental Artillery Installation)
    UEF - TECH2 - LAND : Tower Boss MK3 - (Experimental Plasmacannon)
    UEF - TECH3 - LAND : Rocket Pad - (Rocket Defense System)
    UEF - TECH3 - LAND : Ex-Catalyst - (Super Heavy Point Defense)
    UEF - EXPERIMENTAL - LAND : Perses - (Experimental Point Defense)

    UEF Units build by factory:
    UEF - TECH1 - LAND : Predator MK1 - (Heavy Tank)
    UEF - TECH1 - LAND : Predator MK2 - (Heavy Tank)
    UEF - TECH1 - LAND : Marmor MK2 - (Medium Tank)
    UEF - TECH1 - LAND : Marmor MK1 - (Medium Tank)
    UEF - TECH1 - LAND : Totem MK2 - (Battle Tank)
    UEF - TECH1 - LAND : Marmor MK3 - (Medium Tank)
    UEF - TECH1 - LAND : Totem MK1 - (Battle Tank)
    UEF - TECH1 - LAND : Predator MK3 - (Heavy Tank)
    UEF - TECH1 - AIR : Afterburner - (Advanced FighterBomber)
    UEF - TECH1 - AIR : Pugnator - (Fighter)
    UEF - TECH1 - NAVAL : Polestar Class - (Artilleryship)
    UEF - TECH1 - NAVAL : Meridian Class - (Battleship)
    UEF - TECH2 - LAND : Twister MK3 - (Heavy Armored Tank)
    UEF - TECH2 - LAND : Boxer - (Battle Tank)
    UEF - TECH2 - LAND : Pot Shot - (Medium Artillery)
    UEF - TECH2 - LAND : Twister MK2 - (Heavy Armored Tank)
    UEF - TECH2 - AIR : Vortec - (Fighter)
    UEF - TECH2 - NAVAL : Refiner Class - (Advanced Battleship)
    UEF - TECH3 - LAND : Air Grinder - (Mobile Anti-Air)
    UEF - TECH3 - LAND : Bull - (Battle Tank)
    UEF - TECH3 - LAND : Superfly - (Rocket Battery)
    UEF - TECH3 - LAND : IronFist - (Armored Battle Bot)
    UEF - TECH3 - LAND : Crawler - (Heavy Tank)
    UEF - TECH3 - AIR : Falcon - (Stealth Fighter)

    UEF Experimentals:
    UEF - TECH1 - LAND : Thunderstrike - (Advanced Battle Tank)
    UEF - TECH1 - LAND : Warden - (Advanced Battle Bot)
    UEF - TECH1 - LAND : UnderTaker - (Advanced Assault Tank)
    UEF - TECH1 - LAND : Kruger - (Advanced Assault Tank)
    UEF - TECH1 - AIR : Imperium - (Advanced Gunship)
    UEF - TECH2 - LAND : Horizon - (Advanced Mobile Defense System)
    UEF - TECH2 - LAND : Firestorm - (Advanced Light Assault Mech)
    UEF - TECH2 - LAND : Jackhammer - (Advanced Assault Bot)
    UEF - TECH2 - LAND : Marksman - (Advanced Sniper Tank)
    UEF - TECH2 - LAND : Banshee - (Advanced Gatling Mech)
    UEF - TECH2 - LAND : Tomahawk - (Advanced Tactical Missile Launcher)
    UEF - TECH3 - LAND : Owens - (Advanced Long-Range Missile Mech)
    UEF - TECH3 - LAND : Hurricane - (Advanced Battlemech)
    UEF - TECH3 - AIR : Havoc - (Advanced Bomber)
    UEF - EXPERIMENTAL - LAND : Rampart - (Experimental Mobile Artillery)
    UEF - EXPERIMENTAL - LAND : Mayhem IV - (Prototype Ultraheavy Battlemech)
    UEF - EXPERIMENTAL - LAND : Doomsday - (Prototype Mobile Fortress)
    UEF - EXPERIMENTAL - LAND : Argus - (Experimental Battlemech)
    UEF - EXPERIMENTAL - LAND : Mayhem II - (Experimental Heavy Battlemech)
    UEF - EXPERIMENTAL - LAND : Blood Asp - (Experimental Heavy Mech)

    CYBRAN Buildings:
    CYBRAN - TECH1 - LAND : Hacker - (HydroCarbon Perimeter Monitoring System)
    CYBRAN - TECH1 - LAND : Dominion - (Advanced Rapid-Fire Artillery)
    CYBRAN - TECH1 - LAND : Pen MK2 - (Experimental Point Defense)
    CYBRAN - TECH1 - LAND : Spearhead - (Anti-Navy Defense)
    CYBRAN - TECH1 - LAND : Pen MK1 - (Experimental Point Defense)
    CYBRAN - TECH1 - LAND : Coyote MK2 - (Heavy Point Defense)
    CYBRAN - TECH1 - LAND : Coyote MK1 - (Heavy Point Defense)
    CYBRAN - TECH1 - LAND : Irondale - (Air Staging Facility)
    CYBRAN - TECH1 - NAVAL : Palo - (Naval Mass Rig)
    CYBRAN - TECH1 - NAVAL : Cabin - (Hydroelectric Power Generator)
    CYBRAN - TECH2 - LAND : Sabertooth - (Heavy Point Defense)
    CYBRAN - TECH2 - LAND : Anode - (Experimental Point Defense)
    CYBRAN - TECH3 - LAND : Tripple Threat - (Heavy Point Defense)
    CYBRAN - TECH3 - LAND : Agronar - (Rocket Defense System)

    CYBRAN Units build by factory:
    CYBRAN - TECH1 - LAND : Roach - (Assault Tank)
    CYBRAN - TECH1 - LAND : Reaper MK2 - (Battle Tank)
    CYBRAN - TECH1 - LAND : Scarab - (Heavy Tank)
    CYBRAN - TECH1 - LAND : Reaper MK1 - (Battle Tank)
    CYBRAN - TECH1 - LAND : Aes Supporter - (Light Rocket Mech)
    CYBRAN - TECH1 - LAND : Reaper MK3 - (Battle Tank)
    CYBRAN - TECH1 - LAND : Razor - (Medium Tank)
    CYBRAN - TECH1 - LAND : Aes - (Light Battle Mech)
    CYBRAN - TECH1 - AIR : Velox - (Interceptor)
    CYBRAN - TECH1 - AIR : Venom - (Combat Fighter)
    CYBRAN - TECH1 - NAVAL : Coelacanth Class - (Battlecruiser)
    CYBRAN - TECH1 - NAVAL : Charcaradon Class - (Destroyer)
    CYBRAN - TECH2 - LAND : Caminara MK3 - (Advanced Battle Tank)
    CYBRAN - TECH2 - LAND : Leeroy MK2 - (Heavy Armored Tank)
    CYBRAN - TECH2 - LAND : Caminara MK2 - (Advanced Battle Tank)
    CYBRAN - TECH2 - LAND : Leeroy MK3 - (Heavy Armored Tank)
    CYBRAN - TECH2 - LAND : Cybermech - (Battle Mech)
    CYBRAN - TECH2 - LAND : Raider - (Stealth Tank)
    CYBRAN - TECH2 - AIR : Firefly - (Stealth Fighter)
    CYBRAN - TECH2 - AIR : Eagle-Eye - (Advanced Stealth Bomber)
    CYBRAN - TECH3 - LAND : Sentinel - (Mobile Anti-Air)
    CYBRAN - TECH3 - LAND : Raptor - (Assault Mech)
    CYBRAN - TECH3 - LAND : Delusion - (Laser Tank)
    CYBRAN - TECH3 - LAND : Demon - (Battle Tank)
    CYBRAN - TECH3 - LAND : Destructor - (Heavy Battle Mech)
    CYBRAN - TECH3 - LAND : Scarlet - (Rocket Battery)
    CYBRAN - TECH3 - LAND : Carnage - (Medium Tank)
    CYBRAN - TECH3 - AIR : Cobra - (Multi-Purpose Fighter)

    CYBRAN Experimentals:
    CYBRAN - TECH1 - LAND : Talon - (Advanced Battle Tank)
    CYBRAN - TECH1 - LAND : LaserBot - (Advanced Light Mech)
    CYBRAN - TECH1 - LAND : Karakurt - (Advanced Assault Bot)
    CYBRAN - TECH1 - LAND : Redhawk - (Advanced Battle Bot)
    CYBRAN - TECH1 - AIR : Eclipse - (Advanced Gunship)
    CYBRAN - TECH2 - LAND : WildCat - (Advanced Gatling Mech)
    CYBRAN - TECH2 - LAND : Pyrite - (Advanced Riot Bot)
    CYBRAN - TECH2 - LAND : Argiope - (Advanced Mobile Artillery)
    CYBRAN - TECH2 - AIR : Intruder - (Advanced Gunship)
    CYBRAN - TECH3 - LAND : Gargantua - (Advanced Assault Bot)
    CYBRAN - TECH3 - LAND : Consolidator - (Advanced Battle Bot)
    CYBRAN - EXPERIMENTAL - LAND : MadCat II - (Experimental Heavy Assault Mech)
    CYBRAN - EXPERIMENTAL - LAND : MadCat - (Experimental Heavy Mech)
    CYBRAN - EXPERIMENTAL - LAND : Exemplar - (Experimental Battle Spiderbot)
    CYBRAN - EXPERIMENTAL - LAND : Indigo - (Experimental Mobile Cloakfield Generator)
    CYBRAN - EXPERIMENTAL - LAND : MadCat IV - (Experimental Heavy Mech)
    CYBRAN - EXPERIMENTAL - LAND : Vulture - (Experimental Medium Mech)
    CYBRAN - EXPERIMENTAL - LAND : Snakebite - (Prototype Battle Bot)
    CYBRAN - EXPERIMENTAL - LAND : Avalanche - (Prototype Ultraheavy Beetlebot)

    AEON Buildings:
    AEON - TECH1 - LAND : Mastermind - (HydroCarbon Engineering Station)
    AEON - TECH1 - LAND : Mizura - (Experimental Point Defense)
    AEON - TECH1 - LAND : Zpyker - (Heavy Point Defense)
    AEON - TECH1 - LAND : Finther - (HydroCarbon Perimeter Monitoring System)
    AEON - TECH1 - LAND : Refresher - (Air Staging Facility)
    AEON - TECH1 - LAND : Warper - (Anti-Navy Defense)
    AEON - TECH1 - NAVAL : Fordyce - (Hydroelectric Power Generator)
    AEON - TECH1 - NAVAL : Redway - (Naval Mass Rig)
    AEON - TECH2 - LAND : Functionality - (Experimental Point Defense)
    AEON - TECH3 - LAND : Zheela mk2 - (Heavy Plasma Artillery Installation)
    AEON - TECH3 - LAND : Brute - (Super Heavy Point Defense)

    AEON Units build by factory:
    AEON - TECH1 - LAND : Fate MK1 - (Advanced Battle Tank)
    AEON - TECH1 - LAND : Hervour MK1 - (Battle Tank)
    AEON - TECH1 - LAND : Lintea MK1 - (Medium Tank)
    AEON - TECH1 - LAND : Lintea MK2 - (Medium Tank)
    AEON - TECH1 - LAND : Lintea MK3 - (Medium Tank)
    AEON - TECH1 - LAND : Aurora - (Light Tank)
    AEON - TECH1 - LAND : Hervour MK2 - (Battle Tank)
    AEON - TECH1 - LAND : Fate MK2 - (Advanced Battle Tank)
    AEON - TECH1 - AIR : Musca - (Interceptor)
    AEON - TECH1 - AIR : Vaikana - (Fighter)
    AEON - TECH1 - NAVAL : Undine Class - (Battleship)
    AEON - TECH1 - NAVAL : Chronos Class - (Destroyer)
    AEON - TECH2 - LAND : Pumice - (Medium Tank)
    AEON - TECH2 - LAND : Gheel - (Heavy Hover Tank)
    AEON - TECH2 - AIR : Twilight - (Fighter/Bomber)
    AEON - TECH2 - NAVAL : Magnetite Class - (Advanced Battleship)
    AEON - TECH3 - LAND : Tachylite - (Mobile Anti-Air)
    AEON - TECH3 - LAND : Rhyolite II - (Battle Tank)
    AEON - TECH3 - LAND : Hydra - (Siege Mech)
    AEON - TECH3 - LAND : Rhyolite - (Battle Tank)
    AEON - TECH3 - LAND : Serval - (Armored Battle Bot)
    AEON - TECH3 - LAND : Eruption - (Plasma Battery)
    AEON - TECH3 - AIR : Stinger - (Stealth Fighter)
    AEON - TECH3 - NAVAL : Lupen Class - (Advanced Battle Ship)

    AEON Experimentals:
    AEON - TECH1 - LAND : Tridymite - (Advanced Battle Tank)
    AEON - TECH1 - LAND : Starfall - (Advanced Mobile Artillery)
    AEON - TECH1 - LAND : Crusader - (Advanced Assault Tank)
    AEON - TECH1 - LAND : Quadrobot - (Advanced Assault Bot)
    AEON - TECH1 - AIR : Flying Beauty - (Engineering Drone)
    AEON - TECH1 - AIR : Halcyon - (Advanced Gunship)
    AEON - TECH2 - LAND : Templar - (Advanced Tank Hunter)
    AEON - TECH2 - LAND : Akuma - (Advanced Battle Mech)
    AEON - TECH2 - LAND : Gonarch - (Advanced Battle Tank)
    AEON - TECH2 - LAND : Terminator - (Advanced Laser Bot)
    AEON - TECH2 - AIR : Galaxy - (Advanced AA Gunship)
    AEON - TECH3 - LAND : Granite - (Advanced Support Tank)
    AEON - TECH3 - AIR : Valiant - (Advanced Bomber)
    AEON - EXPERIMENTAL - LAND : NovaCat II - (Experimental Battle Mech)
    AEON - EXPERIMENTAL - LAND : Cougar - (Experimental Light Mech)
    AEON - EXPERIMENTAL - LAND : NovaCat - (Experimental Heavy Mech)
    AEON - EXPERIMENTAL - LAND : Paladin - (Illuminate Knight)
    AEON - EXPERIMENTAL - LAND : Enforcer - (Experimental Heavy Assault Mech)
    AEON - EXPERIMENTAL - LAND : Uziel - (Experimental Medium Mech)
    AEON - EXPERIMENTAL - LAND : Hades - (Prototype Ultraheavy Battlebot)
    AEON - EXPERIMENTAL - AIR : Illuminate Pride - (Prototype Flying Fortress)

    SERAPHIM Buildings:
    SERAPHIM - TECH1 - LAND : Hethula-Uttaus - (Heavy Point Defense)
    SERAPHIM - TECH1 - LAND : Thuos-Thaamla - (Anti-Navy Defense)
    SERAPHIM - TECH1 - LAND : Uyal Ha-Esel - (HydroCarbon Perimeter Monitoring System)
    SERAPHIM - TECH1 - LAND : Ve-Us - (Experimental Point Defense)
    SERAPHIM - TECH1 - NAVAL : Cedro - (Naval Mass Rig)
    SERAPHIM - TECH1 - NAVAL : Eruya-leatoh - (Hydroelectric Power Generator)
    SERAPHIM - TECH2 - LAND : Heth-Athala - (Experimental Point Defense)
    SERAPHIM - TECH3 - LAND : Athaamla - (Heavy Point Defense)

    SERAPHIM Units build by factory:
    SERAPHIM - TECH1 - LAND : Hethaam - (Battle Tank)
    SERAPHIM - TECH1 - LAND : Hethaam MK3 - (Battle Tank)
    SERAPHIM - TECH1 - LAND : Yenshavoh - (Heavy Tank)
    SERAPHIM - TECH1 - LAND : Hethistle-ve - (Assault Tank)
    SERAPHIM - TECH1 - LAND : Othazyne - (Heavy Battle Bot)
    SERAPHIM - TECH2 - LAND : Iltha - (Heavy Battle Bot)
    SERAPHIM - TECH2 - AIR : Uhthesinn - (Fighter)
    SERAPHIM - TECH3 - LAND : Heth-Zthuha - (Thau Battery)
    SERAPHIM - TECH3 - LAND : Hethaamah - (Battle Tank)

    SERAPHIM Experimentals:
    SERAPHIM - TECH1 - LAND : Yath-Us - (Advanced Assault Tank)
    SERAPHIM - TECH1 - LAND : Tha-Yath - (Advanced AA Battle Bot)
    SERAPHIM - TECH1 - LAND : Thaam-Thuum - (Advanced Battle Bot)
    SERAPHIM - TECH1 - AIR : Vesinnee - (Advanced Bomber)
    SERAPHIM - TECH1 - AIR : Ia-Usla - (Advanced Gunship)
    SERAPHIM - TECH2 - LAND : Athusil - (Advanced Heavy Assault Bot)
    SERAPHIM - TECH2 - LAND : Yenah-lao - (Advanced Battle Bot)
    SERAPHIM - EXPERIMENTAL - LAND : Thaez-Atha - (Experimental Mega Bot)

    Update 04.Jun.2020 (v1.37)
    -Updated all units inside CustomUnits folder for AI support
    -Reduced range of autoattack weapon on 114 units. (Units no longer are moving to the enemy without command.)
    -Unit BRNT2EXM2 Tomahawk (Advanced Tactical Missile Launcher) Fixed a bug where the unit can move while shooting.
    -Unit brot3ml (Plasma Battery) Added "HOVER" to Categories. Fixed a bug where torpedos tried to hit the hover unit.
    For full changelog see:
    [...]\Mods\TotalMayhem\Bugfix by Uveso.txt

    Update 26.Apr.2018 (v1.36)
    -Moved Mod icon to mod root folder
    -Changed the buildplatoon from T1EnergyProduction to T1HydroCarbon for Hydro buildings.
    -Changed buildchance to 25% of T2AADefense for some units.
    -Fixed issues with CapsTable and SpecialToggle button on unit BRNT3BLASP

    Update 15.Nov.2017 (v1.35)
    -Unit brnt2exm2 - Advanced Tactical Missile Launcher. Fixed pack/unpack animation and attack rules.
    -Added file check to see if the mod is in it's original file state.

    posted in Modding & Tools •

    Latest posts made by Uveso

    RE: Account deletion

    I would love to hear the whole story (PM me on Discord Uveso#3356, not here.)

    And as i said, account deletion has always a story behind it 🙂

    posted in FAF support (client and account issues) •
    RE: Account deletion

    @dymekradek said in Account deletion:

    That's why this thread has so many views huh... You have a point...

    Well i am here because people who want to delete their acount mostly do it by rage.
    So you don't have a point. I am just here to eat popcorn and watch

    posted in FAF support (client and account issues) •
    RE: FAF Error

    Gamelog game_13963035.log:

    warning: SND: Error playing cue 3 on bank 38 [ursdestroy]
             XACT: Invalid arg
    

    Looks like the soundcard is not set to Stereo only.
    (also disable all sound-enhancements)

    posted in I need help •
    RE: Change Mantis to T1 tank icon

    I can only answer how difficult it is to change.

    Go to this line:
    https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/URL0107/URL0107_unit.bp#L220

    Change it from

    StrategicIconName = 'icon_bot1_directfire',
    

    to

    StrategicIconName = 'icon_land1_directfire',
    

    That's all.

    posted in Suggestions •
    RE: FAF client changes my keyboard layout?

    I am playing with german keyboard and FAF does not change it.
    (and i have never seen that a user has this problem)

    Maybe you pressed [ALT]+[SHIFT] and changed the keyboard layout with it ?

    Also possible your windows is using a different layout for the SupCom App.
    Maybe this can help:
    https://www.tenforums.com/tutorials/102999-turn-off-use-different-keyboard-layout-each-app-window.html

    posted in FAF support (client and account issues) •
    RE: AI-Uveso (v91) - AI mod for FAForever

    Yes, please always post any error you have seen.
    (Here in the forum or in our Discord channels)

    I run the game on every day in a endless loop to test unusual or rare errors.
    Its the way how i code and test my AI.

    You can also do some stability test with my AI in case you have changed something or to be sure that all is working.
    Create a skirmish game with 2 AIs and set yourself as observer (in FAF you can be an observer in skirmish games)
    Then go to options and set Debug Endless game.
    Now after starting the game it will run until the end and start the game session automatically again.
    It will aso post the restart into the gamelog, so you can view how often the game was restarted and how long a single game lasted.

    posted in AI development •
    RE: AI-Uveso (v91) - AI mod for FAForever

    Hello plasia,

    i viewed the replay and continued the simulation without any errors.
    Can't say what happened.

    posted in AI development •
    RE: Where's Total Conversion Mods?

    Hello Jack_Jack,

    try the SCTAFix Mod from the vault.

    (Do you remember Total Aniihilation ? 🙂 )

    posted in General Discussion •
    RE: AI-Uveso (v91) - AI mod for FAForever

    Update 08.Feb.2021(v91)

    • New: Added strategy for NukeSub defense.
    • Fix: LUA Error at gameend when an AI was defeated (destroying now buildermanager before brainconditionmonitor)
    • Fix: Renamed Function hook for Platoon-, Factory- and Engineerbuilder to prevent a crash with other AIs
    • Fix: Removed forced debug key binding ['Ctrl-q']
    • Fix: Initial basebuild failed in case the cheatfactor was higher than 1.7 (energy/mass builder)
    • Fix: Removed the destination as waypoint from the pathfinding function. (engineers no longer block the build area)
    • Fix: Added NutCracker AI to debug functions menu.
    • Opt: Platoons with experimentals are now switching a bit earlier to the next waypoint to prevent bumping units.
    • Opt: Cybran shields will now upgrade way earlier than before.
    • Opt: Added ACU sniper platoon (13-15 fighterbomber -> directattack ACU)
    • Opt: AI Ecomanager is now optimized for better game speed.
    • Opt: AI can now also recover its base if the ACU is not available (fighting)
    • Opt: Adaptive AI now also working with omniview off (on is still better)
    posted in AI development •
    RE: sup com in french ?

    yes, in FAF you can select the language inside the game options.
    Options -> UI -> language

    posted in I need help •