AI-Uveso (v56). AI mod for FAForever

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Re: AI-Uveso (v48). AI mod for FAForever

Postby Franck83 » 21 Dec 2018, 22:16

Btw, if you are still interested in making your own ACU AI i have good news.
i merged all ACU commands in a single function.
Forget the AIBehaviorthread. we don't need it anymore.


Nice work :) ! I think that you are doing things really better than i would do. I'm of course still interested in adding some functions & powers linked to my project mod. But i need some stuff before. This afternoon, with my brother help we succeed in making more commands slots room. Domino already did it and confirmed that it is possible too by using the grid system. It allows creating some crazy features. For example, an ACU would be able to cast a timed stage heals in purpose, or other kind of special powers. It would be possible to make a sequence of build orders that exceed the vanilla classic commands (build, reclaim, attack...). I'm so excited by theses new possibilities that we can take care with AI !

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Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: AI-Uveso (v48). AI mod for FAForever

Postby Uveso » 22 Dec 2018, 07:26

yes, i guess 2019 will not get boring :)
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Re: AI-Uveso (v48). AI mod for FAForever

Postby EvanGalea » 22 Dec 2018, 18:54

This is some really great work you've been doing Uveso.

I was planning to do some testing for this mod, to see how it performs. Is there any specific area you want feedback on? Such as 20km maps or a certain version of the AI (eg: rush)?
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Re: AI-Uveso (v48). AI mod for FAForever

Postby Uveso » 23 Dec 2018, 09:27

Hello EvanGalea,

Every feedback is welcome!

I would love some gameplay videos vs my AI on Youtube. :mrgreen:

Btw, the AI works best at 10x10 maps.
That's simply because i play only 10x10 maps with my friends and test it there :)

I also need some ideas about sniping an ACU.
I always play Annihilation gamemode, so i don't know much about sniping :oops:
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Re: AI-Uveso (v49). AI mod for FAForever

Postby Uveso » 30 Dec 2018, 05:48

Update 30.Dec.2018 (v49)

- New: Added new sub AI: "AIx: Uveso Overwhelm" (will start overwhelm attack after 35 minutes)
- New: Ecomanager is now able to change dynamically the cheat/build factor for "Overwhelm" AI.
- New: Added option for path debugging to only show paths (without locations).
- New: Sub Commander can now upgrade and teleport into enemy base (first snipe platoon).
- Fix: Excluded SubCommander from any attack platoon, so they can be assigned to special tasks.
- Opt: AI is reclaiming more unused structures on unitcap
- Opt: AI no longer has a second omni radar as backup.
- Opt: Reduced the attack range for the ACU.
- Opt: Assister will now assist the build of a paragon only if mass storage is over 20%
- Opt: Targetfunction tweaked for lower cpu impact.
- Opt: Sea Attackplatoons now check for units with Jamming abilities and activate it.

The "AIx: Uveso Overwhelm" is weak at the start but will push very hard after the 35 minute. Maybe a bit to strong, but fun :D
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Re: AI-Uveso (v49). AI mod for FAForever

Postby Exotic_Retard » 30 Dec 2018, 11:16

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hi. so im not sure how up to date this info is but the ai seems to be building a lot of exps, really it should be building them one at a time for better efficiency. whats more is if a teammate started one, they should assist that instead (or at least most of the time)

maybe this can give you a couple of ideas how to improve it on that end :>
I made the terrible mistake of voting for Tokyto_
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Re: AI-Uveso (v49). AI mod for FAForever

Postby Uveso » 30 Dec 2018, 12:12

Hello Exotic_Retard,

this should now only happen if the AI has a paragon :)
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Re: AI-Uveso (v49). AI mod for FAForever

Postby relent0r » 30 Dec 2018, 23:34

Great work on this Uveso, its awe inspiring to see someone have a go at another AI this far into the games life. Do you get more visibility with FAF than forged alliance? (FA felt like a bit of a black box for AI scripting)
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Re: AI-Uveso (v49). AI mod for FAForever

Postby Uveso » 31 Dec 2018, 23:43

Hello relent0r,

thank's a lot :)

I don't exactly know what you mean with "visibility" from FAF/FA.

Basically the game Supreme commander can't load AI-Mods into the game.
Simply because you need to change the lobby for an AI, and a mod can't change the lobby.
(Thats why Sorian etc are using .SCD files to overwrite the lobby.lua etc.)

So i patched the FAF mod to make it possible that the FAF game version is now able to load an AI as normal mod.
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Re: AI-Uveso (v49). AI mod for FAForever

Postby relent0r » 03 Jan 2019, 00:18

Uveso wrote:Hello relent0r,

I don't exactly know what you mean with "visibility" from FAF/FA.



When I originally dabbled in supcom AI (this was back around the time Sorian started) it felt very difficult as you'd run into an issue, spend days puzzling over it and ask the gpg dev find out it was caused by something you had no visibility of (not having lua experience didn't help). I didn't go far because Sorian and Ducane at the time made 100x the progress I did within a few weeks.
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