AI-Uveso (v87). AI mod for FAForever

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Re: AI-Uveso (v68). AI mod for FAForever

Postby Uveso » 02 Jun 2019, 02:40

Update 02.Jun.2019(v68)

- Opt: Target function will now select the closest target, not the first in list.
- Opt: Removed default forked threads InitializeEconomyState and OnIntelChange.
- Opt: Optimized BrainConditionsMonitor
- Opt: Optimized buildconditions for better performance
- Opt: Changed categories inside buildconditions from string to userData format for better performance.
- Opt: Increased delay time for building next factory to 20 seconds (was 5)
- Fix: Engineers will no longer search for a path if the destination is closer than 14 map units. (buildrange)
- Fix: Fixed an issue where engineers can't build massextractors nearby.
- Fix: Engineer will now call a transport in case they are ordered back to base but can't find a path.
- Fix: Engineers will no longer stuck if reclaimables are close to the mapborder.
- Fix: Repaired CalculatePriority function inside Builder.lua to change buildpriority for Platoonbuilders.
- Fix: Repaired OnBeat function inside Gamemain.lua to fix some eco window issues (odd numbers)
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Re: AI-Uveso (v67). AI mod for FAForever

Postby H-master » 10 Jun 2019, 22:20

Uveso wrote:Hello H-master,

i checked the map and the new markers are present and working.

The marker generator is build for 5x5 and 10x10 maps.
But nice to see that it's also working for some 20x20 maps :)


Nice! In the same way I've done "Madness -6- v3". Creating a poster at the moment for the what's new announcement.
Check out my maps here:

Madness 1 - 7

viewtopic.php?f=53&t=17241&p=172070#p172070
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Re: AI-Uveso (v69). AI mod for FAForever

Postby Uveso » 12 Jun 2019, 19:02

Update 12.Jun.2019(v69)

- Fix: Engineers are now able to build the 2nd land factory in case the Commander is fighting
- Fix: Engineer reclaim function will no longer exit for buildorders.
- Fix: Engineer reclaim function now respect playable area instead of map size.
- Opt: Optimized buildcondition CanBuildOnMassLessThanDistance from 1.9 ms to 0.2 ms
- Opt: Optimized buildcondition CanBuildOnHydroLessThanDistance from 1.4 ms to 0.2 ms
- Opt: Cleaned buildconditionmonitor from useless initial class
- Opt: Added Shield and AA defense for paragon
- Opt: AI ecomanager will now pause engineers and factories on low mass/energy
- Opt: Removed unused StrategyManager thread
- Opt: Changed priority for low energy builder to build energy more aggressive on game start
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Re: AI-Uveso (v69). AI mod for FAForever

Postby relent0r » 12 Jun 2019, 22:59

Hey Uveso,
Any chance of removing the 2 land experimental requirements on the first experimental build? AI would do better if it sent out a single experimental first before it starts doing it in pairs from a resource / build time perspective.
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Re: AI-Uveso (v69). AI mod for FAForever

Postby Uveso » 13 Jun 2019, 00:29

relent0r wrote:Hey Uveso,
Any chance of removing the 2 land experimental requirements on the first experimental build? AI would do better if it sent out a single experimental first before it starts doing it in pairs from a resource / build time perspective.


Yes there is a chance of 100% that this will happen after the next patch :)

In normal GPG-AI and Sorian-AI games you can expect the first experimental after 30 minutes.
(I removed this because my AI was sending the first experimental after 17 minutes.)

In the next version the AI will send a single experimental as soon as possible, but not before game minute 30.
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Re: AI-Uveso (v69). AI mod for FAForever

Postby relent0r » 13 Jun 2019, 05:43

Uveso wrote:
relent0r wrote:Hey Uveso,
Any chance of removing the 2 land experimental requirements on the first experimental build? AI would do better if it sent out a single experimental first before it starts doing it in pairs from a resource / build time perspective.


Yes there is a chance of 100% that this will happen after the next patch :)

In normal GPG-AI and Sorian-AI games you can expect the first experimental after 30 minutes.
(I removed this because my AI was sending the first experimental after 17 minutes.)

In the next version the AI will send a single experimental as soon as possible, but not before game minute 30.


awesome thanks, any reason you put a 30 min limit on it? I mean 17 mins is pretty rough and I remember the Sorian AIX in non faf fa would do exactly that. But then again 30 + time to travel it quite a while.
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Re: AI-Uveso (v69). AI mod for FAForever

Postby Uveso » 13 Jun 2019, 07:55

Well, 30 minutes is a personal choice.
This way you can increase the build and cheatfactor for the AI without facing an experimental to early.
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Re: AI-Uveso (v70). AI mod for FAForever

Postby Uveso » 16 Jun 2019, 19:11

Update 16.Jun.2019(v70)

- Fix: AI will now use the Capacitor enhancement for Nomads ACU
- Fix: Changed platoontemplates to fit with the latest Nomads version.
- Fix: Added 6 more engineers for late game reclaim. (10 T1 engineers are now reclaiming mass)
- Fix: Defenses will no longer be reclaimed if engineers want to reclaim shields.
- Opt: Moved UEF Sattelite from defense to experimentals platoon builders. (handled now as AIR experimental)
- Opt: Expansions have now an additional engineer. (now 3, was 2)
- Opt: Leadfactories (HQ) will be build a bit earlier. (if we have the eco, not by time)
- Opt: First Land experimental will attack the enemy solo, not as duo as before.
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Re: AI-Uveso (v70). AI mod for FAForever

Postby relent0r » 17 Jun 2019, 08:33

thanks uveso!
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Re: AI-Uveso (v70). AI mod for FAForever

Postby relent0r » 18 Jun 2019, 12:16

Strange oddity with the most recent version. Against 4x aix's. The first one died as per usual but when the others died the players never did and the game never ended. It was set to assassination but was acting like sandbox. Was extremely laggy too compared to previous versions right from the start. Was also treating it like a normal game i.e the aix's had ratings assigned to them and it seemed to impact the global rating.
only uveso for sim mods.

http://content.faforever.com/faf/vault/ ... id=9804214
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