AI-Uveso (v72). AI mod for FAForever

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Re: AI-Uveso (v42). New AI mod for FAForever

Postby Uveso » 20 Sep 2018, 02:09

Hello JonnoHR31,

thank's for the info, and sorry for my dump question.
After searching the vault for "faction" it was clear what mod you meant :)

Well, of course the commander don't work. :mrgreen:
They are not connected to the buildmanager and don't have any commander beahvior threads running.

Also a problem, the AI can't build a building that is not from the initial faction.
(The buildfunction is only checking the initial faction, and not the faction from the building unit.)

And the biggest problem is the upgrademanager.
To upgrade factories you need an advanced upgrade-logic for different factions wit HQ and Support factories.
(You can't upgrade a Aeon Tech2 land support factory to a Tech3 support factory if you only have a Tech3 Land HQ factory from UEF. You need a Tech3 Aeon HQ to do so.)

Good thing is, i can include game patches to my AI mod and i like the idea to fix the AI so it can build with multi factions. :)

New AI with patch is comming soon!
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Re: AI-Uveso (v42). New AI mod for FAForever

Postby Uveso » 20 Sep 2018, 02:10

Update 20.Sep.2018 (v42)

- Factories will now recover from any location not only MAIN
- New unit count buildcondition "NavalBaseWithLeastUnits" for two lake situations
- Land T1 spam will drain 10% more eco then before
- Less energy overbuild at game start.
- Naval areas will now captured earlier
- New unit category: 'Amphibious'
- Fixed bug in "Air Fighter" platoon builder
- Eco manager can handle a paragon to 100% now
- Added new buildcondition "CanBuildCategory" to check if we can build a (modded) unit.
- Attack platoons now return inside their max radius if they are "lured" outside range.
- Fixed display of debug pathing lines.
- Added new builder to expansions in case a paragon is build.
- Assister now assist on 40% mass storage instead of 50%
- Added new builder for airfighters to counter experimentals.
- Added attack platoons for near base fights
- Changed target focus for groundattack to AntiAir units.
- Changed platoon size from 30 to 12 for mid range attacks.
- Land attack builders can build now down to mass storage of 15% (20% before)
- Fixed naval platoon builder to handle naval bases in 2 or more lakes.
- Changed ACU initial builder to do nothing. Eco manager is now deciding what to build at start.
- Added naval expansion builder for more naval bases in long range
- Patched buildmanager to handle multi faction builders.
- Patched upgrademanger to handle multi faction factory upgrades.
- Support for all faction mod. All spawned ACU's now get a CommanderBehaviorThread and build manager.

Changed description from AI rush,
from:
- AI: Rush ; T1 unit spam with slow tech upgrade.
to:
- AI: Rush ; T1, T2 and T3 unit spam with fast tech upgrade and few experimentals.
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Re: AI-Uveso (v41). New AI mod for FAForever

Postby DeathStorm » 25 Sep 2018, 18:34

@uveso: Just read it forgot to add notifications. Sure best add me in FAF

Uveso wrote:@DeathStorm:

Yes naval needs some improvements. (But basic naval builder are already in)
Land units are almost ready, and i am working right now on air units.

Sure its possible to reduce spam. The Adaptive AI is only building as much units as the enemy has. Also the Experimental Ai is focussing on ... Experimentals :)

At th moment i am really short of time, but next week we can have a talk @Teamspeak³. maybe with Sven ?!?

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Re: AI-Uveso (v42). New AI mod for FAForever

Postby JonnoHR31 » 28 Sep 2018, 12:55

Uveso wrote:Hello JonnoHR31,

thank's for the info, and sorry for my dump question.
After searching the vault for "faction" it was clear what mod you meant :)

Well, of course the commander don't work. :mrgreen:
They are not connected to the buildmanager and don't have any commander beahvior threads running.

Also a problem, the AI can't build a building that is not from the initial faction.
(The buildfunction is only checking the initial faction, and not the faction from the building unit.)

And the biggest problem is the upgrademanager.
To upgrade factories you need an advanced upgrade-logic for different factions wit HQ and Support factories.
(You can't upgrade a Aeon Tech2 land support factory to a Tech3 support factory if you only have a Tech3 Land HQ factory from UEF. You need a Tech3 Aeon HQ to do so.)

Good thing is, i can include game patches to my AI mod and i like the idea to fix the AI so it can build with multi factions. :)

New AI with patch is comming soon!


Sorry for the slow response, I don't get on the forums much.

Wow, I never realised just how broken it was! I'm gonna give your updated patch a try now, thank you very much for the hard work!
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Re: AI-Uveso (v42). New AI mod for FAForever

Postby JonnoHR31 » 28 Sep 2018, 13:30

Uveso wrote:Update 20.Sep.2018 (v42)
- Patched buildmanager to handle multi faction builders.
- Patched upgrademanger to handle multi faction factory upgrades.
- Support for all faction mod. All spawned ACU's now get a CommanderBehaviorThread and build manager.


Unfortunately it didn't work. The Ai spawns all factions except the one chosen (there's only 3 of the 4 ACU's spawned) and it doesn't do anything at all with the remaining 3. Interestingly though, killing the 3 ACU's doesn't defeat the player, the game continues as if the Ai still has 1 acu, but it doesn't exist anywhere on the map.
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Re: AI-Uveso (v42). New AI mod for FAForever

Postby Uveso » 30 Sep 2018, 08:29

JonnoHR31 wrote:The Ai spawns all factions except the one chosen (there's only 3 of the 4 ACU's spawned)


The AI mod does not change anything with the ACU spawn.
(i just download the all faction mod again and tested it to be sure; It works here)

Maybe there is another mod activated that is not compatible with the FAF game version ?

Please only use the FAF game version, my AI mod and the All faction mod.
If this don't work, then post a game.log please.
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Re: AI-Uveso (v43). AI mod for FAForever

Postby Uveso » 28 Oct 2018, 03:54

Update 27.Oct.2018 (v43)

- New: Added function to find damaged shields (for repair)
- New: Tactical missile launchers now have an AI for geting targets and "lead target" shoots.
- New: Added attack platoons for T3 and T4 artillery and satellites.
- New: Base alert manager get's targets for artillery and satellites
- New: Added platoon for SubCommander to permanent assist shilds inside base.
- New: New platoons for building and assisting in case a paragon is found.
- New: Added new category 'AMPHIBIOUS' to blueprint.lua for all units.
- New: AI-Uveso no longer allows players to reclaim AI owned units/buildings.
- Fix: Removed original BaseMonitorThread, ParseIntelThread, EconomyMonitor. Those are not used by AI-Uveso.
- Fix: Hooked functions to respect paragon buildings. (GreaterThanEconStorageRatio, GreaterThanEconTrend, GreaterThanEconIncome)
- Fix: Air units will no longer follow targets back to their base if they are out of attack range.
- Fix: Platoon attack function will now ignore own units (game bug)
- Opt: Sub AI Adaptive Base builder can now build all units and all structures.
- Opt: Ecomanager now uses up to 40% of global income for eco (up from 30%)
- Opt: Engineers now assist down to a mass storage of 30% (was 40%)
- Opt: Nuke AI has some more functions to get targets.
- Opt: Reduced the history poll for the endgame history from every 10 to every 60 ticks. (reduce game lag after 1hour+)
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Re: AI-Uveso (v44). AI mod for FAForever

Postby Uveso » 06 Nov 2018, 23:33

Update 06.Nov.2018 (v44)

- Fix: fixed a bug in case a platoon is dead but the target function is still searching for targets
- Fix: Added failsave in case the target for Arty/satellite is dead
- Fix: ACU now builds a factory with +0.2 mass to recover from a total lost.
- Opt: Ecomanager will now force the build of an paragon.
- Opt: Target function will now handle 500 targets per tick (was 1000)
- Opt: Ecomanager will now upgrade more extractors if the mass storage will get near 100%
- Opt: Changed assisting platoon to send more units for building a paragon
- Opt: Changed land and air builder to build more high tier units and stop building lowtech on unitcap
- Opt: Changed shiled builder to build more shields near factories
- Opt: Changed priority for Hydrocarbon Power Plants to build them earlier.

AI-daptive is now full playable (LAND/AIR).
Naval is coming soon :)
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Re: AI-Uveso (v45). AI mod for FAForever

Postby Uveso » 26 Nov 2018, 05:29

Update 26.Nov.2018 (v45)

- New: Added base, build and attack platoons for naval maps
- New: Nukes can now shoot at experimentals with "lead target"
- New: added function FinisherAI to finish buildings with no engineers working on it.
- New: First ACU function! Commander runs home after getting damage :)
- New: New buildcondition "CanPathToCurrentEnemy". To check if we have a water/naval map.
- New: New buildcondition "UnfinishedUnitsAtLocation". To find unfinished buildings with no engineers.
- Fix: fixed crash at 002cbc63 in function EngineerMoveWithSafePath.
- Fix: Changed platoon disband logic for CommanderThread. Prevents disbanding of the armypool platoon.
- Fix: fixed a bug in function unitupgrade where after an upgrade all factories canceled their buildorders.
- Fix: Buildcondition "FactionIndex" can now identify up to 5 factions (was 3!)
- Fix: Locationmanager now allowes overlaping from naval and land expansions.
- Opt: Updated naval target function to have the same functionality then land and air functions.
- Opt: Updated AIBasebuilder for naval builders
- Opt: Platoon target function optimized for naval/land targets
- Opt: Changed several land and air platoons to work better with naval together
- Opt: Buildcondition NavalBaseWithLeastUnits now only count areas with at least 1 naval factory.
- Opt: Enhanced function EngineerTryReclaimCaptureArea. Only capture capturable units and reclaim the rest.
- Opt: Enhanced function AIExecuteBuildStructure to find more places to build buildings.
- Opt: Ecomanager manages now also massfabrikators and antinukes.
- Opt: Ecomanager is no longer pausing units that builds energy buildings.
- Opt: Ecomanager now uses more eco for army. (70-85%)
- Opt: Global target manager targets now TECH3 units in case no experimental units are present.
- Opt: capped the assisting of building experimentals to max 20 engineers. (so they don't block each other)
- Opt: Optimized permanent shield repair. SACU now repair/guard the highest and 2nd highest shields.
- Opt: Changed BrainConditionsMonitor for better game performance.
- Opt: New logic for nuke targetting and missile launching.

AI-daptive is now full playable (LAND/AIR/NAVAL).
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Re: AI-Uveso (v45). AI mod for FAForever

Postby Franck83 » 01 Dec 2018, 01:01

Hi Uveso,

I tested the AIx Uveso Adaptative several times on map Diversity and it was really fun. Your AI is much smart than the vanilla one. At end game it switches to an experimental massive building so it forces the player to be offensive. Really cool And it blends well with Alliance of Heroes mod.

Keep on your good job !
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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