Uveso's AI Mod
for Supreme Commander: Forged Alliance Forever v1.5.3697+
This mod supports Nomads.
AI-Uveso <only for FAF> v113
AI-Uveso-Mod-v113.zip
DownloadSize: 266 KB, Unpacked: 1.95 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:
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Same functionality on maps with and without AI path markers. (Game is slower without markers.)
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Option to autocreate AI Map marker incl. printing into the game.log for copy&past (Into map_save.lua)
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New target function can handle 2 lakes maps like setons clutch, and has the same functionality with or without AI markers.
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Homeless units (no platoon, stucked etc) will now return to the nearest location for new orders.
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New eco system does not cancel buildorders if eco is low.
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AI detects paragon like buildings for more build power.
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Engineers will set to pause while assisting if eco is too low.
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New mass extractor upgrade logic. AI spends 40% of its overall income for mass upgrades. (can dynamically change)
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AI will first upgrade mass extractors near main base, not in order how they where build.
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AI can/will build support factories.
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AI supports multifaction build and upgrades. (captured units and All Faction mod)
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New nuke AI function for new attack modes with strategical missiles like overwhelm or Jericho bombardment.
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Additional build platoons in case a paragon like structure is build. (Mass nukes, Experimantals spam etc)
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Reworked AI pathfinding function (Edsger Dijkstra's A Star algorithm) - 400% faster than the original GPG algorithm.
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New location range manager is adjusting the influence radius of location managers to prevent overlapping areas.
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New engineer transfer function to move idle engineers from expansions back to main base for better build power.
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Units will not simply be killed on unitcap, they will be send to the enemy or reclaimed.
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Special platton form builder for mods. (Hydrocarbon upgrader for Black Ops etc.)
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New buildconditions for platoon builder and former.
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New unit category "AMPHIBIOUS" to form amphibious platoons. (All amphibious units get this category injected. Also units from mods.)
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New unit category "FLOATING", same as amphibious.
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Debug function to validate maps gives warnings if a map has bad AI path marker, mass points etc.
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Debug function to visualize AI Pathfinding
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Debug function for Platoons. Renames a unit with its Platoon name.
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Debug function for Buildermanger to test/view build priorities and Builder logic errors.
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Commander AI can upgrade all ACU's incl. Black Ops and Nomad ACU's. (and fight ^^)
Update19.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.
Update 23.Aug.2023 (v112)
- Fix: fixed an error in unit upgrade function
- Fix: added unit templates to upgrade support factories
Update 11.Jul.2023 (v111)
- Fix: fixed some issues with the new FAF game version
(Thanks to Relentor for providing this fix)
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