AI-Uveso (v87). AI mod for FAForever

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Re: AI-Uveso (v72). AI mod for FAForever

Postby Sprouto » 05 Jul 2019, 19:53

Yes - I agree - the base count and all the managers associated with a new base can be very taxing on performance but those parameters can be helpful in putting an upper limit on those maps that might be 'over marked' such as the one shown in that screenshot. As the AI developer, you can address that issue in a number of ways such as controlling the minimum distance between bases that the AI creates in conjunction with those two parameters, so that it becomes adaptive and avoids the kind of overcrowding that can occur on maps marked like that.
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Re: AI-Uveso (v72). AI mod for FAForever

Postby Uveso » 08 Jul 2019, 08:13

The expansion count does not matter for the factory count. (only for my AI)

At the moment the AI decides by the max unit cap how many naval factories can be built.
1 factory for every 41 units, or 2.4% of all units can be naval factories.
So, if you play with 125 units, you can have 3 factories.
And if you play with an AI unitcap of 2000, then the AI will build up to 48 factories for every layer.

I had a graphing function (pathing with markers) to scan if we have a 2 or more lake situation, to decide the expansion count for every lake.
And i tested a function with water square meters. 1 factory for every 128 mapunits²
(platoon attack functions already can deal with 2 lake situations)

There are many ways to decide the "right" factory count automatically.
Maybe i will add a "Auto" expansion count to the normal numeric expansion count option.

But the user must still be able to change this for its own needs.

I guess we also need a post with AI options explained :)
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Re: AI-Uveso (v72). AI mod for FAForever

Postby relent0r » 09 Jul 2019, 01:05

Can confirm that setting the naval expansion to be map specific made a huge difference to the AIs offensive performance. Not sure if it was purely that or if there are any other things in 3705 that helped.
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Re: AI-Uveso (v72). AI mod for FAForever

Postby Uveso » 09 Jul 2019, 17:59

Oh yes :)

Also land expansions have a huge impact to the game.

As example, use the map "adaptive ahssa-shi" with a unitcap of 750.

Place an Sorian-Rush and Uveso-Adaptive on the map.
Cheat+Build factor 1.4

Now try a game with 0 land expansions and a game with "unlimited" land expansions.
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Re: AI-Uveso (v72). AI mod for FAForever

Postby relent0r » 11 Jul 2019, 23:18

GIven my obvious lack of understanding here, whats your definition of what an expansion is?

I always thought they were the number of mini bases the ai would create away from the main base but that doesn't sound right now.
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Re: AI-Uveso (v72). AI mod for FAForever

Postby Sprouto » 11 Jul 2019, 23:34

That's precisely what they are.
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Re: AI-Uveso (v73). AI mod for FAForever

Postby Uveso » 03 Sep 2019, 03:32

Update 03.Sep.2019(v73)

- New: Added function for the buildconditionmonitor to balance unit count on different layers.
- Opt: Rewrote eco system. Nukes, massfabricators, antinuke, intel, experimental and normal shields can now be switched on/off
- Opt: Rewrote nuke launch strategy manager. Nukes will now be fired more often.
- Opt: Increased the buildchance for Nuke Launchers.
- Opt: Engineers will now also be build in idle air factories.
- Opt: Sub AI "Experimentals" now only builds experimental units.
- Fix: Excluded unit xnl0201 from amphibious platoon (unit motion type changed from hover to land)
- Del: Removed Sub AI "Swarm". We have now a external mod for Swarm AIs.
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Re: AI-Uveso (v73). AI mod for FAForever

Postby relent0r » 17 Sep 2019, 22:02

Thanks Uveso some nice late game changes in there.
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Re: AI-Uveso (v73). AI mod for FAForever

Postby relent0r » 24 Sep 2019, 00:57

Hey Uveso,

Did you make any changes to the ACU priorities in the last update? Noticing the ACU's are more inclined to walk into turrets until dead where as previously they would retreat within a safe time frame.
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Re: AI-Uveso (v73). AI mod for FAForever

Postby Uveso » 24 Sep 2019, 10:58

relent0r wrote:Hey Uveso,

Did you make any changes to the ACU priorities in the last update? Noticing the ACU's are more inclined to walk into turrets until dead where as previously they would retreat within a safe time frame.


I did not change the ACU attack function, but i will take a look at it.
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