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    Uveso

    @Uveso

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    Best posts made by Uveso

    • AI-Uveso (v116) - 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> v116
      AI-Uveso-Mod-v116.zip

      DownloadSize: 268 KB, Unpacked: 1.94 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 01.Mar.2025 (v116)

      • Fix: Resolved an issue where a variable was not defined locally.
      • Fix: Removed a setting that displayed debug texts over units.

      Update 14.Dec.2024 (v114)

      • New: Platoons will now merge if engaged in combat and nearby.
      • Fix: Fixed tactical missile not targeting Heavy Assault units from the Total Mayhem mod.
      • Opt: Naval expansions will now build a factory first instead of defense.

      Update 19.Nov.2024 (v113)

      • Fix: Resolved bug in AddFactoryToClosestManager function due to missing LocationType.
      • Opt: Scouts no longer create a path; they now fly straight to the destination.

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

      AI Development Discord Server (M28AI / AI-Swarm / AI-Uveso / RNGAI / NutCracker AI / DilliAI)
      https://discord.gg/ChRfhB3

      posted in AI development
      UvesoU
      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 πŸ˜„

      posted in General Discussion
      UvesoU
      Uveso
    • 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. πŸ˜•

      posted in Balance Discussion
      UvesoU
      Uveso
    • RE: adjustable LOD cutoffs

      I wrote a small mod in 2018 to automatically adjust the LODs.
      The function is located in AdvancedLOD\hook\lua\system\Blueprints.lua.
      There, you can experiment with different settings to find what works best for you.
      The code is documented and should clearly describe what happens in each line.

      The downside is that LOD settings are specified in the blueprint and then managed by the C# engine.
      This means it can only be done with a SIM mod.

      If anyone is interested in experimenting with it or using it as a basis for something else, here is the code:

      AdvancedLOD-v1.zip

      posted in Suggestions
      UvesoU
      Uveso
    • Updated Mods for FAF and Vanilla Steam

      Updated Mods for FAF:

      AI-Uveso <only for FAF> v116
      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-v116.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> v20
      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-v20.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> v26
      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-v26.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> v22
      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-v22.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> v19
      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)-V19.zip
      More info: https://forum.faforever.com/topic/356
      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> v1.7
      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)-v1.7.rar
      More info: https://forum.faforever.com/topic/363/
      Downloadable from Vault: Yes.

      greetings Uveso.

      (Last Update: 21.Apr.2025)

      posted in Modding & Tools
      UvesoU
      Uveso
    • 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
      UvesoU
      Uveso
    • RE: Seeking Help to Develop a Mod: Adjusting Commander Collision Properties

      First of all, press [CTRL] + [SHIFT] + [ALT] + C to display the hitboxes in-game.

      You have two options to change the hitboxes of a unit.

      First of all, you can copy the entire blueprint into your mod and modify the relevant lines, such as SizeX, SizeY, and SizeZ.
      However, this approach has the disadvantage that you will need to update the blueprints with every ACU patch.

      A better option is to use a ModBlueprints function in Blueprints.lua.
      Here’s an example of a ModBlueprints function:
      https://github.com/Uveso/AI-Uveso/blob/master/hook/lua/system/Blueprints.lua

      a function to change the hitbox could look like this:

          -- save the actual ModBlueprints into OldModBlueprints
          local OldModBlueprints = ModBlueprints
          -- by creating a funktion with the same name we overwrite the original ModBlueprints
          function ModBlueprints(all_blueprints)
              -- execute the original function to not break other mods
              OldModBlueprints(all_blueprints)
              -- loop over all blueprints
              for id,bp in all_blueprints.Unit do
                  check if we have an commander
                  if table.find(bp.Categories, 'COMMANDER') then
                      change the hitbox
                      bp.SizeX = 1
                      bp.SizeY = 1
                      bp.SizeZ = 1
                  end
              end
          end
      

      i hope this helps a bit.

      posted in I need help
      UvesoU
      Uveso
    • RE: AI-Uveso (v116) - 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 πŸ™‚

      posted in AI development
      UvesoU
      Uveso
    • RE: are there 40+ years old FAF players ?

      I've been crawling across the earth since 1970 πŸ˜„

      posted in General Discussion
      UvesoU
      Uveso
    • RE: my photo of my wife talking to me welll i play FAF

      I don't allow my wife to wear clothes, so no photo.

      posted in Suggestions
      UvesoU
      Uveso

    Latest posts made by Uveso

    • RE: FAF changes summary

      In case you want a really deep dive into all the code-side changes that were made to FAF (there are over 4,500 changes):
      https://github.com/FAForever/fa/pulls?q=is%3Apr+is%3Aclosed

      posted in General Discussion
      UvesoU
      Uveso
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      Update 21.Apr.2025 (v26)

      • Added Annotations (MrRowey)
      • Speed up functions (MrRowey)
      • Fixed CreateProjectileAtMuzzle hooks by returning the projectile to parent function
      • Unit bea0402 (Experimental Aerial Fortress) now has a dummy weapon to attack enemies directly below.
      • Unit bea0402 (Experimental Aerial Fortress) changed UISelection from tank to air unit
      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      @DJ_Calaco

      Wait, really? I never realized that. Thanks for the heads-up, I’ll take a look!

      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: SUGGESTION: AEON T2 Shield Generator Fix

      yeah number 3 looks best.

      posted in Balance Discussion
      UvesoU
      Uveso
    • RE: Desync issue

      @Aurahead

      I created a desktop shortcut to C:\ProgramData\FAForever\bin\ForgedAlliance.exe and use it to start the game (I host LAN multiplayer through the in-game menu).

      I replaced this ForgedAlliance.exe with an older version on all computers in the network.

      In the next few days, I will test the dev and FAF exe again. Then I can tell you if the actual exe is the issue.

      posted in I need help
      UvesoU
      Uveso
    • RE: Desync issue

      No, I have an i9-14900K, and it works flawlessly with SupCom, including multiplayer.
      But I also use an older SupCom .exe because I experienced occasional desyncs with the newer ones, but only in AI matches.
      I haven't tested the latest version, so I can't say for sure whether a desync could actually be caused by the .exe.

      posted in I need help
      UvesoU
      Uveso
    • RE: adjustable LOD cutoffs

      I wrote a small mod in 2018 to automatically adjust the LODs.
      The function is located in AdvancedLOD\hook\lua\system\Blueprints.lua.
      There, you can experiment with different settings to find what works best for you.
      The code is documented and should clearly describe what happens in each line.

      The downside is that LOD settings are specified in the blueprint and then managed by the C# engine.
      This means it can only be done with a SIM mod.

      If anyone is interested in experimenting with it or using it as a basis for something else, here is the code:

      AdvancedLOD-v1.zip

      posted in Suggestions
      UvesoU
      Uveso
    • RE: BlackOpsFAF-ACUs only for FAF v20

      After several hours of debugging, I was unable to fix the issue.
      Even after re-enabling the weapon, it only fires when aiming southwest. In all other directions, it does not fire.

      This is similar to the issue with drones: the code technically works, but the result is flawed without throwing any errors.

      At this point, only Jip can help.

      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: BlackOpsFAF-ACUs only for FAF v20

      Well, during transport, the function SetOnTransport is executed, which checks whether a unit has CanFireFromTransport specified in its blueprint.
      If not, the weapons are disabled and re-enabled upon un/loading and using the enhancementname to find the weapon (in SetWeaponEnabled).
      I think the error should be found in this area or at least this is a good starting point for the search. I'll take a look.

      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: Ai dont do anything

      @LeFleurBang

      from now on you can also start the FAF version directly wihtout using the FAF launcher.

      Just make an desktop shortcut of the file C:\ProgramData\FAForever\bin\ForgedAlliance.exe
      (ProgramData is a hidden folder!)

      posted in Game Issues and Gameplay questions
      UvesoU
      Uveso