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    Recent Best Controversial
    • 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
    • RE: AI-Uveso (v116) - 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
      UvesoU
      Uveso
    • RE: Do not add new colors - discussion

      Some colorblind info pages for more info about how color blindness works and how you can find the right colors:

      general information about colorblindness:
      https://jfly.uni-koeln.de/color/

      here you can set colors with a color pic tool and see how colorblind people see the color:
      https://davidmathlogic.com/colorblind/

      here is a web color tool from adobe to adjust colors for colorblind people:
      https://color.adobe.com/create/color-accessibility

      And if you want to dig deeper and want mathematics to calculate colors for color blindness this is your place:
      http://mkweb.bcgsc.ca/colorblind/math.mhtml#page-container

      Sadly i can't make it by myself because it needs a normal viewing person to validate the colors.
      (Red/green blind people not only don't see some colors; we can also see colors differences that normal viewing people can not see.)

      posted in General Discussion
      UvesoU
      Uveso
    • RE: Updated Mods for FAF and Vanilla Steam

      BlackOpsFAF-Unleashed (v20)

      • fixed AIEconomicBuilders.lua (removed dependency for sorian buildconditions)
      • fixed SorianEconomicBuilders.lua (removed dependency for sorian buildconditions)
      • fixed VisionRadius, OmniRadius, WaterVisionRadius
      • fixed cloak

      BlackOpsFAF-EXUnits (v22)

      • UEFClusterCruise01_proj.bp fix DesiredShooterCap not matching health
      • fixed VisionRadius, OmniRadius, WaterVisionRadius
      • Unit eeb0402 (Stellar Generator) Fixed collision size (for torpedo hit)
      • fixed cloak ERL0301

      BlackOpsFAF-Unleashed (v25)

      Fixes by Basilisk3:

      • Unit bes0402 (Experimental Dreadnaught) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
      • Unit uaa0310 (Experimental Aircraft Carrier) Add switch and fix animation for Superweapon

      Fixes by Uveso:

      • fixed SorianDefenseBuilders.lua (removed dependency for sorian buildconditions)
      • fixed TransportClass on several units
      • GargEMPWarhead01_proj.bp fix DesiredShooterCap not matching health
      • ArtemisCannon02_proj.bp fix DesiredShooterCap not matching health
      • Unit eeb0402 (Stellar Generator) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
      • Unit uaa0310 (Experimental Aircraft Carrier) Add shield from FAF CZAR
      • Unit bal0206 (Medium Assault Tank) fix collision box
      • Unit bel9010 (Jammer Crystal) fix collision box

      Ninja Reclaim Drones (v19)

      • fixed cloak
      posted in Modding & Tools
      UvesoU
      Uveso
    • 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
      UvesoU
      Uveso
    • RE: AI-Uveso (v116) - 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
      UvesoU
      Uveso
    • 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
      UvesoU
      Uveso
    • RE: AI-Uveso (v116) - AI mod for FAForever

      Update 23.Aug.2023(v112)

      • Fix: fixed an error in unit upgrade function
      • Fix: added unit templates to upgrade support factories
      posted in AI development
      UvesoU
      Uveso
    • RE: AI-Uveso (v116) - AI mod for FAForever

      Update 19.Nov.2024 (v113)

      • Fix: Fixed some typos in upgrade templates
      • Fix: Marker print to log
      • Fix: Naval factory template names
      • Fix: Land factory template names
      • Fix: Add safeguard for function ComHealth(cdr)
      • Fix: CategoriesHash indexing
      • Fix: Resolved bug in AddFactoryToClosestManager function due to missing LocationType.
      • Fix: Removed unused funktion GetMarkerGridPositionFromIndex
      • Fix: Added helper function for missing named indexes in MASTERCHAIN.
      • Opt: Scouts no longer create a path; they now fly straight to the destination.
      • Opt: Replaced self:GetBlueprint() with self.Blueprint for improved performance.
      • Opt: Cached position for GetHeatMapGridPositionFromIndex
      posted in AI development
      UvesoU
      Uveso
    • 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
      UvesoU
      Uveso
    • RE: AIs in ladder

      @blackyps said in AIs in ladder:

      The AI absolutely must be not cheating or we teach horrible misconceptions to new players how many units they can reasonably expect after a short time.

      A cheating AI means, it has a higher mass energy output from recources and a higher build rate. And there is the Omni View option that removes the fog of war for the AI.

      If you turn the cheat/buildfactor to 1.0 and switch Omni view off, then you have a non cheating AI even if you choose AIx.

      We (all other AI developers) don't use any code to get data that a normal player can't access. So the AI can only see what a normal player can see, and its not using any other glitch/cheat.
      It follows all non cheat rules that we have on FAF.

      (Also all AIs are uploaded to Git Hub and you can view & check the code any time)

      posted in General Discussion
      UvesoU
      Uveso