AI-Uveso (v87). AI mod for FAForever

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Re: AI-Uveso (v65). AI mod for FAForever

Postby Uveso » 30 Apr 2019, 05:50

relent0r wrote:One other thing, do you have anything for dealing with walls? I remember Sorians used to send engineers to reclaim it, I'm guessing the ai can't just fire at it when its blocking a path it wants to take.


I don't excluded walls from the target list, so all units will fire on walls.

[edit] The ACU ony count the direct distance to the base, it can't see any hills.
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Re: AI-Uveso (v65). AI mod for FAForever

Postby Ecthelon » 30 Apr 2019, 21:36

Why is the AI so reluctant to build experimentals when I give it massive eco?

I have two AIs fighting eachother with effectively infinite eco and all they do is spam land units enough to clog up their own bases.

It's also odd when they have a less absurd (but still large) amount of eco and are very reluctant to tech up.
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Re: AI-Uveso (v65). AI mod for FAForever

Postby Uveso » 01 May 2019, 08:52

Ecthelon wrote:Why is the AI so reluctant to build experimentals when I give it massive eco?

I have two AIs fighting eachother with effectively infinite eco and all they do is spam land units enough to clog up their own bases.

It's also odd when they have a less absurd (but still large) amount of eco and are very reluctant to tech up.


I need a litle bit more info.
(Game version, AI version, AI type, map, game settings (max unit cap), replay, screensoot etc.)

Normally my AI will use high eco or a paragon to build instantly several experimentals.
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Re: AI-Uveso (v65). AI mod for FAForever

Postby Ecthelon » 01 May 2019, 10:25

Map was adaptive Canis River. Unit cap was 2000. The nothing but time mod was on. Game version is the current one. Both AI were "experimental" type. AI version was 65 from the vault. I also had mods increasing build range, rate and storage a lot.

For some reason I don't have any recent replays, so I'll look into that (any ideas why this might be would be useful) and may get back to you if I have time to run another one. I should mention that I gave up on the game after about 13 mins in game time, as both sides hadn't built anything new for ages and T3 units had formed a permanent unmoving battlefield in a line across the map.
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Re: AI-Uveso (v65). AI mod for FAForever

Postby Ecthelon » 01 May 2019, 11:03

Two replays attached. Two examples of the same thing.

While I'm sending these, it also seemed odd to me just how much Aeon will prioritise air compared to the other factions.

Hope these help.
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9609707.fafreplay
Aeon and sera
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9607870-Ecthelon.fafreplay
Sera and sera
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Re: AI-Uveso (v65). AI mod for FAForever

Postby Uveso » 01 May 2019, 19:21

Thanks for all the info!

Yes there is indeed a bug inside the AI Experimental.
The AI is using AI-rush templates for expansions.
Because the rush builders have a higher priority than the experimental AI has, its only building rush platoons
and uses all eco for it.
(That was confusing me, because the experimental Ai ist not (should not) build any t2 or t3 land units)

If will fix that for the next version.

Until the update please disable land expansions for the AI experimental.
This will prevent the building of rush expansions and the AI can build experimentals.

Btw, its not a good idea to use extra big mass storage for the AI.
The AI will build platoons dependent from the mass storage content.
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Re: AI-Uveso (v65). AI mod for FAForever

Postby Uveso » 01 May 2019, 21:35

I did a deeper look at the AI experimental.

With the next update the AI experimental will tech up as fast as possible.
It will not build tech 1 or tech 2 units except you attack the base directly.

On Tech 3 it will build 15 brawlers and 40 ASFs and then only experimentals (and additional engineers for assist).

Please have in mind that the AI is not allowed in general to start building experimentals before game minute 20!
(Depending on the map and cheat factor the AI can build an experimental from game minute 7 on and will attack you with it in game minute 16)

Btw, forget what i said about to much mass storage. The AI can hadle that after the next update.
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Re: AI-Uveso (v65). AI mod for FAForever

Postby Ecthelon » 02 May 2019, 11:08

Thanks! When you say "only builds experimentals" will it still provide air cover or navy?
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Re: AI-Uveso (v65). AI mod for FAForever

Postby Uveso » 02 May 2019, 16:35

Ecthelon wrote:Thanks! When you say "only builds experimentals" will it still provide air cover or navy?


Yes its building 15 brawlers and 40 ASF for air cover.

The experimental AI is using the naval expansions from the adaptive sub AI at the moment.
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Re: AI-Uveso (v66). AI mod for FAForever

Postby Uveso » 02 May 2019, 16:35

Update 02.May.2019(v66)

- Fix: Removed expansion builder for AI-Experimental
- Opt: Added Air platoon builder to build basic Tech3 air units.
- Opt: Added extra attack platoons for high experimental count.
- Opt: Changed assister so that at least 2 engineers are idle and waiting for non experimental buildorders
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