Uveso's AI Mod
for Supreme Commander: Forged Alliance Forever v1.5.3697+
This mod supports Nomads.
AI-Uveso <only for FAF> v52
http://faforever.uveso.de/AI-Uveso-Mod-v52.zip
DownloadSize: 157 KB, Unpacked: 1.02 MB
Downloadable from Vault: Yes.
How to install:
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:
4 new sub AI's:
- AI: Rush; T1, T2 and T3 unit spam with fast tech upgrade and few experimentals.
- AI: Adaptive; Balanced AI, builds Land, Air, Naval and Experimental units.
- AI: Experimentals; Builds a few units and is focussing on building experimental units.
- AI: Overwhelm; Like AI-Adaptive, but starts overwhelm attacks after 35 minutes.
(For Turtle Play use a adaptive cheat AI with a cheat+build factor of 1.4 on a 10x10 map.)
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.
- AI detects paragon like buildings for more build power.
- 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/will build support factories.
- AI supports multifaction build and upgrades. (captured units and All Faction mod)
- 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.
- New unit category "AMPHIBIOUS" to form amphibious platoons. (All amphibious units get this category injected. Also units from mods.)
- 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.
- Commander AI can upgrade all ACU's incl. Black Ops and Nomad ACU's. (and fight ^^)
Update 25.Jan.2019(v51)
- New: ECO system for AI Overwhelm. It's now a bit less agressive for the first 35 minutes.
- Opt: Nukes restricted to 8 launchers for AI Overwhelm. (All other Sub-AI's can build up to 25 launchers.)
- Opt: Teleporter now check every 3 seconds for a teleport target not every 1 second.
Update 18.Jan.2019(v51)
- New: Added new AI function to search teleporter targets. (Now respecting antiteleport towers).
- Opt: Reworked nuke launcher function. (More nukes if a paragon is present)
- Fix: AI was not able to get a higher techlevel in case a paragon was prebuilded on game start.
Update 03.Jan.2019(v50)
- Fix: AI now also works with the Nomads mod. (changed hooknames to prevent destructive hooking)
- Fix: Targetfunction is now ignoring the seraphim energy being
- Fix: Targetfunction will now also ignore targets where capturing is in progress.
Update 30.Dec.2018 (v49)
- New: Added new sub AI: "AIx: Uveso Overwhelm" (will start overwhelm attack after 35 minutes)
- New: Sub Commander can now upgrade and teleport into enemy base (first snipe platoon).
- Opt: AI is reclaiming more unused structures on unitcap
Update 19.Dec.2018 (v48)
- New: Removed old CDR AIBehaviors.lua and replaced it with real CDR Attack platoon.
- New: AI can now upgrade all ACU, incl. Black ops ACU's and ACU from Nomads. (also respecting eco for upgrades)
- Opt: Minimized the amount of energy buildings at game start. (Ecomanager is now calculating the need of energy)
Update 10.Dec.2018 (v47)
- New: Added attack platoons for naval experimentals
- New: AI can now handle a unitcap down to 250 units.
- Opt: Splitted factorybuilder in land+air and naval. Saves sim speed and navalbases no longer build land or air factories.
Update 01.Dec.2018 (v46)
- Fix: Blocked T2SonarUpgrade template for seraphim (Seraphim sonar tech3 can't upgrade)
- Fix: Changed AIBAseTemplates functions to return always -1 if no Uveso-AI is running. (Normal AI was using Uveso-AI Templates in expansions)
- Opt: Air fighter will now wait at least for 2 seconds if they can find new targets before they return to main base.
Update 26.Nov.2018 (v45)
- New: Added naval builder and platoons.
- Fix: Factories are no longer canceling buildorders randomly.
- New: Added new buildconditions used for naval platoons
Update 06.Nov.2018 (v44)
- Fix: fixed a bug in case a platoon is dead but the target function is still searching for targets
- Opt: Ecomanager will now upgrade more extractors if the mass storage will get near 100%
- Opt: Changed land and air builder to build more high tier units and stop building lowtech on unitcap
Update 27.Oct.2018 (v43)
- Added AI for tactical missiles, artilleries and satellites
- Added platoon for subcommander to permanent repair/assist base shields
- AI no longer allows players to reclaim AI owned units/buildings.
Update 20.Sep.2018 (v42)
- Support for all faction mod
- Added some Naval builder
- Added new buildcondition "CanBuildCategory" to check if we can build a (modded) unit.
Update 06.Aug.2018 (v41)
- AI ecomanager now detects paragon like buildings
- Added new factory upgrade platoon to upgrade captured factories
- Nuke buildings will no longer build near another nuke building
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