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
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
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.
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:
(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)
Update 05.Oct.2022(v107)
Update not public released(v106)
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
Yes, in version 100 i implement some code to set the AI free.
Hopefully it will dominate the world without killing all humans
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)
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.
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)
Update 08.Feb.2021(v91)
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.
Update 27.Apr.2022(v100)
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.
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
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.
@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!
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.
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)
i guess i found the bug, it should be fixed in v109 (release maybe next weekend)
i only know the location on the repository (Git-Hub):
https://github.com/FAForever/fa/tree/deploy/fafdevelop/testmaps/PerfTestOriginal
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.