Forged Alliance Forever Forged Alliance Forever Forums 2020-10-17T01:35:12+02:00 /feed.php?f=88 2020-10-17T01:35:12+02:00 2020-10-17T01:35:12+02:00 /viewtopic.php?t=19698&p=186416#p186416 <![CDATA[AI modifications • Re: Goodbye phpBB]]> Statistics: Posted by Mucko — 17 Oct 2020, 01:35


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2020-08-26T22:43:57+02:00 2020-08-26T22:43:57+02:00 /viewtopic.php?t=19698&p=186373#p186373 <![CDATA[AI modifications • mod skin]]> mod skin

Statistics: Posted by Mueeidkhatri — 26 Aug 2020, 22:43


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2020-08-19T10:23:07+02:00 2020-08-19T10:23:07+02:00 /viewtopic.php?t=12171&p=186345#p186345 <![CDATA[AI modifications • Re: An Updated List of Casters]]> Statistics: Posted by nikkinemo95 — 19 Aug 2020, 10:23


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2020-08-18T21:01:14+02:00 2020-08-18T21:01:14+02:00 /viewtopic.php?t=19711&p=186343#p186343 <![CDATA[AI modifications • Why Do LOUD Change The Game Mechanics]]>
THIS IS NOT HATE OR A RANT ABOUT LOUD I LOVE LOUD BUT WONDERING WHY THEY ARE CHANGING SO MUCH GAME MECHANICS I WAS JUST POINTING OUT WHAT I HAVE FOUND UNBALENCED.

Statistics: Posted by yogimoninc — 18 Aug 2020, 21:01


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2020-08-12T01:36:41+02:00 2020-08-12T01:36:41+02:00 /viewtopic.php?t=19698&p=186302#p186302 <![CDATA[AI modifications • Re: Goodbye phpBB]]> I already put the main page as reference.
https://web.archive.org/web/20200811233 ... /index.php

Statistics: Posted by vongratz — 12 Aug 2020, 01:36


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2020-08-11T23:27:06+02:00 2020-08-11T23:27:06+02:00 /viewtopic.php?t=19698&p=186300#p186300 <![CDATA[AI modifications • Goodbye phpBB]]> here). Back then phpBB was one of the best bulletin boards you could get for free. Now, 9 years later, the world is a different one, but somehow our forum is still frozen in time. After a lot of issues with spam, security vulnerabilities and most recently severe outages for no ovious reason, the time has come to let go of it.

A few generation of bulletin boards has passed already and we move to NodeBB now (link here).

Goodbye grandfather of FAF. We'll miss you.
And as the administrator I'd like to add: Please burn in hell, where you came from, you shitty piece of software.


We will probably archive this forum, but we don't know how yet. If you have any ideas and also skills and time to help on that please contact me.

Statistics: Posted by Brutus5000 — 11 Aug 2020, 23:27


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2020-08-05T12:28:04+02:00 2020-08-05T12:28:04+02:00 /viewtopic.php?t=16381&p=186156#p186156 <![CDATA[AI modifications • Re: AI-Uveso (v87). AI mod for FAForever]]> I get desync errors when i replay a game. (Only Uvesco mod active, even with Sandbox condition and no AI)
First desync msg immediately at replay start.
Tested with version 86 and older; FAF3714
is this a know bug?

Statistics: Posted by Zaphod18 — 05 Aug 2020, 12:28


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2020-07-30T22:56:32+02:00 2020-07-30T22:56:32+02:00 /viewtopic.php?t=16381&p=186010#p186010 <![CDATA[AI modifications • Re: AI-Uveso (v87). AI mod for FAForever]]> Statistics: Posted by EatThePath — 30 Jul 2020, 22:56


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2020-07-30T22:25:44+02:00 2020-07-30T22:25:44+02:00 /viewtopic.php?t=16381&p=186008#p186008 <![CDATA[AI modifications • Re: AI-Uveso (v87). AI mod for FAForever]]>
Northern-Newbie wrote:
But it has PRoblems with many MAps that arent just wide and Open and allow for Easy Base Expanding


Does this happen with or without AI waypoint markers ?

Can you give me some mapnames where my AI has problems ?

Statistics: Posted by Uveso — 30 Jul 2020, 22:25


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2020-07-30T19:52:14+02:00 2020-07-30T19:52:14+02:00 /viewtopic.php?t=16381&p=186004#p186004 <![CDATA[AI modifications • Re: AI-Uveso (v87). AI mod for FAForever]]> But it has PRoblems with many MAps that arent just wide and Open and allow for Easy Base Expanding

Statistics: Posted by Northern-Newbie — 30 Jul 2020, 19:52


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2020-07-23T23:23:53+02:00 2020-07-23T23:23:53+02:00 /viewtopic.php?t=16381&p=185885#p185885 <![CDATA[AI modifications • Re: AI-Uveso (v87). AI mod for FAForever]]> Statistics: Posted by EatThePath — 23 Jul 2020, 23:23


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2020-07-23T23:06:05+02:00 2020-07-23T23:06:05+02:00 /viewtopic.php?t=16381&p=185884#p185884 <![CDATA[AI modifications • Re: AI-Uveso (v87). AI mod for FAForever]]>
There could be some reason why the AI is building to much nukes.

Maybe you have disabled nukes, but you are using nuke submarines. They also count as nuke launcher even if they can't fire.

Or most likely you have disabled omni view for the AI.
In this case the AI does not know if or how much nuke launcher the enemy has, and it will buld as much defense as it can.
(the adaptive AI can only adapt if you have omni view on. Without it, it will build like the rush AI with a bit less eco for army than the rush AI.)

And also a reason, the AI has lost its commander. Because Omni view is bound to the ACU, the AI will start to build defenses without the commander.

You should also know, the experimental AI can't buils nukes or nukedefenses in the mainbase.
But because its using expansion builders from the adaptive AI, only expansions are able to build nukes or defenses.
So if you use the experimental AI, disable landexpansions, and its no longer able to build buke stuff.

Just in case you can read programmscripts, these are the builder for anti missile defenses:
https://github.com/Uveso/AI-Uveso/blob/master/lua/AI/AIBuilders/Base%20Defense.lua#L664

Just a smal explanation to the BuilderConditions:
Code:
        BuilderConditions = {
            { UCBC, 'UnitsGreaterAtEnemy', { 0 , categories.STRUCTURE * categories.NUKE * categories.SILO } },
        },
This builder will trigger if the enemy has more then 0 (zero) buildings with a nuke category. (only works with omni view on, or it will return always true)

Code:
        BuilderConditions = {
            { UCBC, 'HaveUnitRatioAtLocationRadiusVersusEnemy', { 1.20, 'LocationType', 90, categories.ANTIMISSILE, '<', categories.NUKE) } },
        },
And this ratio builder will build a nuke defense based on the enemy launcher count.
Ratio 1.2 means it will build 4 defenses if the enemy has 5 nuke launchers
(Also only works if omni is enabled)


I hope this helps a bit to understand why the AI is building to much defenses in some cases.

Statistics: Posted by Uveso — 23 Jul 2020, 23:06


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2020-07-23T17:22:49+02:00 2020-07-23T17:22:49+02:00 /viewtopic.php?t=16381&p=185877#p185877 <![CDATA[AI modifications • Re: AI-Uveso (v87). AI mod for FAForever]]>
One quirk I have noticed in those games is that even if nuke launchers are disabled, which they sometimes are in said games, the AI will still absolutely fill it's base with strat defense. This seems less than ideal to me.

Statistics: Posted by EatThePath — 23 Jul 2020, 17:22


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2020-07-16T02:21:00+02:00 2020-07-16T02:21:00+02:00 /viewtopic.php?t=16381&p=185663#p185663 <![CDATA[AI modifications • Re: AI-Uveso (v87). AI mod for FAForever]]> Update 15.Jul.2020(v87)

- New: AI works now with No-Rush game mode.
- New: A new Priority manager is now changing priorities on build platoons
- Fix: Last move location inside EngineerMoveWithSafePath is no longer ignored.
- Fix: ProcessBuildCommand is now blocking the buildplace for massestractors while the engineer is on its way.
- Fix: Buildconditions no longer return true if omni sensor is not present.
- Opt: ProcessBuildCommand is now respecting SurfaceHeight/TerrainHeight (Water build place).
- Opt: Free engineers are now assisting other engineers
- Opt: Ecomanager reacts a bit faster now on enabling buildings on high energy ECO.
- Opt: Naval structures are now buildable from mainbase without any naval area marker
- Opt: Reworked naval factory and unit builder. Should now build way more naval units.

Statistics: Posted by Uveso — 16 Jul 2020, 02:21


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2020-06-28T17:16:09+02:00 2020-06-28T17:16:09+02:00 /viewtopic.php?t=16381&p=185144#p185144 <![CDATA[AI modifications • Re: AI-Uveso (v86). AI mod for FAForever]]>
Thanks for testing!

Btw, check your PMs ;)

Statistics: Posted by Uveso — 28 Jun 2020, 17:16


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