AI-Uveso (v39). New AI mod for FAForever

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AI-Uveso (v39). New AI mod for FAForever

Postby Uveso » 29 Jun 2018, 20:59

This mod needs the development version of the game (FAF Develop) !!!

Uveso's AI Mod

for Supreme Commander: Forged Alliance Forever. Tested with (FAF Develop)1.5.3696+

(This mod is still in development and has barely reached alpha status)

AI-Uveso <only for FAF> v39
http://faforever.uveso.de/forum/AI-Uveso-Mod-v39.zip
DownloadSize: 107 KB, Unpacked: 748 KB


How to install:
(You also can download it from the vault)

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:

3 new sub AI's:

- AI: Rush ; T1 unit spam with slow tech upgrade
- AI: Adaptive; Balanced AI, builds Land, Air and Naval
- AI: Experimentals; Builds a few lowtech units and is focussing on building experimental units.

New functions:

- Same functionality on maps with and without AI path markers. (Game is slower without markers.)
- 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. (eco should not go low...)
- Engineers will now 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 now build support factories.
- 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)
- New location range manager is adjusting the influence radius of location managers to prevent overlapping areas.
- New engineer pathing system to find locations with and without AI markers
- 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.
- Special platton form builder for mods. (Hydrocarbon upgrader for Black Ops etc.)
- New buildconditions for platoon builder and former.

- 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.

- No commander AI (coming soon ^^)


Update 20.Jul.2018 (v39)
- Added builders for supportfactories
- Added ecomanager for engineers (engineers will now set to pause if eco is too low while assisting)
- Added function to remove mass marker if they are to close to the map border (under 8 mapunits)

Update 29.Jun.2018 (v36)
- Added sub AI's: AI: Experimentals and AI: Rush
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Re: AI-Uveso. New mod for FAForever

Postby cel00 » 09 Jul 2018, 21:02

Sounds very interesting!
Maybe I am just overlooking something but the Ai does not appear in the drop-down menu in the lobby for me.
「あなたが楽しめることを何なりと。マイマスター」
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Re: AI-Uveso. New mod for FAForever

Postby CookieNoob » 09 Jul 2018, 22:49

cel00 wrote:Maybe I am just overlooking something but the Ai does not appear in the drop-down menu in the lobby for me.

I think you overlooked the HUGE RED TEXT at the top of the post... ;)
Uveso wrote:This mod needs the development version of the game (FAF Develop) !!!
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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Re: AI-Uveso. New mod for FAForever

Postby cel00 » 10 Jul 2018, 01:18

CookieNoob wrote:
cel00 wrote:Maybe I am just overlooking something but the Ai does not appear in the drop-down menu in the lobby for me.

I think you overlooked the HUGE RED TEXT at the top of the post... ;)
Uveso wrote:This mod needs the development version of the game (FAF Develop) !!!

Oh yeah I knew I overlooked something stupid, sorry.
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Re: AI-Uveso. New mod for FAForever

Postby Franck83 » 11 Jul 2018, 01:28

Hi Uveso,

I played against a AIx UVESO and the AI still only build tech 1 units after 45 min in game.

replay UID : 8228615
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: AI-Uveso. New mod for FAForever

Postby Uveso » 11 Jul 2018, 05:40

Hey Franck83,

yes at the moment the AI is spaming mostly T1 units.
I plan to add factory upgrades and T2/T3 spam later.
And instead of building experimentals it should spam air units.

But most of the time i am hunting and fixing ingame bugs.
I lost the last week only for fixing the ingame AI assisting functions, so i can continue with my assisting plattons.
(Engineers where only assisting a single construction at the same time. Now they will spread out to assist all constructions.)

And here is the problem. I wan't my AI to use support factories to spam T2 or T3 units.
But the game has no upgrade builder for Supportfactories. It can only upgrade to HQ's.

So i have to create new support factory upgrade builders for the game, and then i can continue with T2 spam :)
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Re: AI-Uveso. New mod for FAForever

Postby Franck83 » 11 Jul 2018, 22:32

Waow, you are hard at work ;).

You seem to have nice goals. Better AI will be a nice thing.

ACU upgrades can be done earlier by Ai.

A nice thing would be a dynamic difficulty in game. For example, if human players are taking a huge advantage, why not adjusting AI cheating factor.

Have a nice dev !
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: AI-Uveso. New mod for FAForever

Postby Uveso » 12 Jul 2018, 01:45

If you like a dynamic AI, use the Adaptive AI.

The adaptive AI will look at your army (if omniview is enabled) and only build as much units as you have.
So you can increase the cheat and buildfactor without been overrun in the 1st. 5 minutes. :)
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Re: AI-Uveso. New mod for FAForever

Postby Uveso » 14 Jul 2018, 01:49

Coming soon :mrgreen:

Reworked assist functions:
(Engineers are now assisting multiple buildings/units instead of a single one.)
Assisting.png
Assisting.png (420.38 KiB) Viewed 149 times
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Re: AI-Uveso. New mod for FAForever

Postby cel00 » 17 Jul 2018, 03:46

Great to see progress! In case if the AI reaches a more complete stage and would be implemented in FAF it maybe could solve some of the community problems. Like worthwhile opponents for newer players or more advanced ones for better warm up as the current AI not only has some technical problems but also is quite outdated in terms of game style and not really worth watching. Also introducing new maps would be easier if the AI could serve as player replacements until a map gets more known or even when someone disconnects mid game so instead of a man down maybe an AI could take over the base but that's just a random idea I had.
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