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    Uveso

    Uveso

    @Uveso

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    Best posts made by Uveso

    RE: Age vs Skill

    Well, i am 51 and my global rating after 14 years of plying is 0 (never played a rated game)

    I play rts games since 1992 (Dune) and i have no clue how skilled i am.
    At least it's enough to code an AI for SupCom 😄

    posted in General Discussion •
    RE: Can we fix harbingers?

    Thats one of the things that drove me crazy while coding my AI.

    Those harbingers always got stuck in base while relaming and repairing stuff instead of moving to the enemy.
    From code side i did not found any solution to prevent this behavior.

    Thats the reason why AIs normaly don't use harbingers or use normal move instead of attack move for them.

    At least i found no solution. 😕

    posted in Balance Discussion •
    AI-Uveso (v108) - 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> v108
    AI-Uveso-Mod-v108.zip

    DownloadSize: 257 KB, Unpacked: 1.93 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 07.Oct.2022(v108)

    • Fix: fixed a bug in EconomyBuildConditions. (Mod was build for FAF develop version)
    • Fix: fixed pathing to evade cliffs / hills or cluttered areas.
    • Fix: sub AI Experimentals was not building defense tanks if enemy is close to base

    Update 05.Oct.2022(v107)

    • New: completely new marker generator - every movement layer is now created independently
    • Del: removed lobby option for AI waypoint genertor. (it's now always on)
    • Fix: fixed a bug that could cause the nuke function to error out after a launcher died

    Update not public released(v106)

    • Test: new marker generator

    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: AI-Uveso (v108) - AI mod for FAForever

    Yes, in version 100 i implement some code to set the AI free.
    Hopefully it will dominate the world without killing all humans 🙂

    posted in AI development •
    Updated Mods for FAF and Vanilla Steam

    Updated Mods for FAF:

    AI-Uveso <only for FAF> v108
    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-v108.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> v19
    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-v19.zip
    More info: https://forum.faforever.com/topic/352
    Github: https://github.com/Uveso/BlackOpsFAF-ACUs
    Downloadable from Vault: Yes.

    BlackOpsFAF-Unleashed <only for FAF> v20
    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-v20.zip
    More info: https://forum.faforever.com/topic/353
    Github: https://github.com/Uveso/BlackOpsFAF-Unleashed
    Downloadable from Vault: Yes.

    BlackOpsFAF-EXUnits <only for FAF> v20
    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-v20.zip
    More info: https://forum.faforever.com/topic/354
    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> v23
    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)-V23.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> v18
    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)-V18.zip
    More info: https://forum.faforever.com/topic/359
    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> v5
    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)-v5.zip
    More info: https://forum.faforever.com/topic/362
    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: 07.Oct.2022)

    posted in Modding & Tools •
    RE: How do I delete my account?

    @LightBearer

    The FAF account is linked with steam to prevent smurving.
    You can't make a new account and link the game again.

    In this way it's sure that the account will not be accidentally deleted
    and prevent you from playing.

    posted in I need help •
    RE: Do not add new colors - discussion

    well, i am red/green color blind and its already a nightmare with the existing colors.
    In case we change colors it would be nice to have barrier-free colors.

    I hope FAF also stands for accessibility!

    If someone is interested in what color blindness is or how colorblind people see colors:
    https://jfly.uni-koeln.de/color/ (english)

    posted in General Discussion •
    RE: AI-Uveso (v108) - 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: Cybran Acu upgrades

    This is the enhancement table:

            CoolingUpgrade = {
                BuildCostEnergy = 24000,
                BuildCostMass = 800,
                BuildTime = 800,
                Name = '<LOC enhancements_0081>Microwave Accelerator',
                NewMaxRadius = 30,
                NewRateOfFire = 2,
                Slot = 'LCH',
            },
    

    actual these changes are done:

                ('Molecular Ripper Cannon'):ChangeMaxRadius(30)
                ('Molecular Ripper Cannon'):ChangeRateOfFire(2)
    
                ('Heavy Microwave Laser'):ChangeMaxRadius(30)
                ('Overcharge Cannon'):ChangeMaxRadius(30)
                ('AutoOvercharge Cannon'):ChangeMaxRadius(30)
                ('Nanite Torpedo'):ChangeMaxRadius(30)
    

    Only the Molecular Ripper Cannon gets a upgrade in rate of fire,
    all other weapons only have a bigger max range.

    posted in General Discussion •
    RE: AI-Uveso (v108) - AI mod for FAForever

    Update 27.Apr.2022(v100)

    • New: ACU will now evade from nuke blast area
    • Fix: nukes fired after 35 minutes, not respecting option for gameender
    • Fix: excluded URL0401 (Exp. Mobile Rapid-Fire Artillery) from mobile platoons
    • Fix: fixed a bug in T4 Artillery platoon that was not building Seraphim T4 Nuke
    • Opt: decrease braveness of ACU in case an experimental or T3 units are detected
    • Opt: decrease braveness of ACU for enemy air units
    • Opt: increase detection range of pointdefenses by 10
    • Opt: increase threatweight for low tech enemy land units
    • Opt: changed targets for land experimentals
    posted in AI development •

    Latest posts made by Uveso

    RE: Experimentals Wars 1.87 for gameversion 3652+(FAF)

    @Odd-keys

    i will take a look at this weekend how the ACU upgrade was implemented and if we can
    disable it in case the black ops mod is found.

    posted in Modding & Tools •
    RE: I need some code assistance.

    Hello @Odd-keys

    could you please write your request inside the Experimental War thread? Thanks!
    https://forum.faforever.com/topic/355/experimentals-wars-1-87-for-gameversion-3652-faf

    posted in I need help •
    RE: BlackOpsFAF-Unleashed only for FAF v20

    Nun, ich berechne den Air Crash Schaden mit einer festen Formel für alle einheiten in Mods.

    Let's see how random these FAF changes are or if they use some mathematical calculation for all units.

    posted in Modding & Tools •
    RE: AI-Uveso (v108) - AI mod for FAForever

    @swaaye said in AI-Uveso (v108) - AI mod for FAForever:

    @uveso I looked at the problem with the civilians not attacking the AI again and it does seem to be specific to the Uveso AI. I disabled all other mods and tried a couple maps with civilians. Purely default FAF with just Sorian AI has the civilians attacking everyone correctly. Adding the Uveso AI mod and Uveso AI does not get attacked.

    well that is strange.
    First thing I can say, I don't have any special function in my AI to deal with civilians.
    Will get into it and see what happens there.

    Thanks for reporting the issue!

    posted in AI development •
    RE: BlackOpsFAF-Unleashed only for FAF v20

    @doompants

    why should i hate my best reporter for bugs??? 😉

    As always thanks for your report, and i will write this down to my ToDo list.
    Since this has been fixed in the FAF game, it should be easy to fix in Black Ops as well.

    posted in Modding & Tools •
    RE: THE ENGIE SYNDROME: "GIVE ENGIE" / "ДАЙ ИНЖА"

    i would add a game option to prevent the exange of factories or engineer.
    (or you can only change units if you have the same faction)

    posted in General Discussion •
    RE: AI-Uveso (v108) - AI mod for FAForever

    @bsee

    i guess i found the bug, it should be fixed in v109 (release maybe next weekend)

    posted in AI development •
    RE: AI-Uveso (v108) - AI mod for FAForever

    @bsee

    Thanks for reporting!

    i will check and fix it. 🙂

    posted in AI development •
    RE: How to make Extra Armies do more stuff? (Patrol, Attack, etc.)

    @MrShady

    i only know the location on the repository (Git-Hub):

    https://github.com/FAForever/fa/tree/deploy/fafdevelop/testmaps/PerfTestOriginal

    posted in Mapping •
    RE: How to make Extra Armies do more stuff? (Patrol, Attack, etc.)

    @MrShady and @VirusX

    2 accounts? - interesting.

    Mostly if you script something and you got a gamestart that is "empty" then you should check the game.log for errors.

    If you see a lot of errors, only worry about the first one. If you fix the first one, all subsequent errors may go away.

    You can also post the "full" game.log here (use pastebin.com) and we can take a look at it.

    posted in Mapping •