Forged Alliance Forever Forged Alliance Forever Forums 2020-08-05T12:28:04+02:00 /feed.php?f=88&t=16381 2020-08-05T12:28:04+02:00 2020-08-05T12:28:04+02:00 /viewtopic.php?t=16381&p=186156#p186156 <![CDATA[Re: AI-Uveso (v87). AI mod for FAForever]]> I get desync errors when i replay a game. (Only Uvesco mod active, even with Sandbox condition and no AI)
First desync msg immediately at replay start.
Tested with version 86 and older; FAF3714
is this a know bug?

Statistics: Posted by Zaphod18 — 05 Aug 2020, 12:28


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2020-07-30T22:56:32+02:00 2020-07-30T22:56:32+02:00 /viewtopic.php?t=16381&p=186010#p186010 <![CDATA[Re: AI-Uveso (v87). AI mod for FAForever]]> Statistics: Posted by EatThePath — 30 Jul 2020, 22:56


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2020-07-30T22:25:44+02:00 2020-07-30T22:25:44+02:00 /viewtopic.php?t=16381&p=186008#p186008 <![CDATA[Re: AI-Uveso (v87). AI mod for FAForever]]>
Northern-Newbie wrote:
But it has PRoblems with many MAps that arent just wide and Open and allow for Easy Base Expanding


Does this happen with or without AI waypoint markers ?

Can you give me some mapnames where my AI has problems ?

Statistics: Posted by Uveso — 30 Jul 2020, 22:25


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2020-07-30T19:52:14+02:00 2020-07-30T19:52:14+02:00 /viewtopic.php?t=16381&p=186004#p186004 <![CDATA[Re: AI-Uveso (v87). AI mod for FAForever]]> But it has PRoblems with many MAps that arent just wide and Open and allow for Easy Base Expanding

Statistics: Posted by Northern-Newbie — 30 Jul 2020, 19:52


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2020-07-23T23:23:53+02:00 2020-07-23T23:23:53+02:00 /viewtopic.php?t=16381&p=185885#p185885 <![CDATA[Re: AI-Uveso (v87). AI mod for FAForever]]> Statistics: Posted by EatThePath — 23 Jul 2020, 23:23


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2020-07-23T23:06:05+02:00 2020-07-23T23:06:05+02:00 /viewtopic.php?t=16381&p=185884#p185884 <![CDATA[Re: AI-Uveso (v87). AI mod for FAForever]]>
There could be some reason why the AI is building to much nukes.

Maybe you have disabled nukes, but you are using nuke submarines. They also count as nuke launcher even if they can't fire.

Or most likely you have disabled omni view for the AI.
In this case the AI does not know if or how much nuke launcher the enemy has, and it will buld as much defense as it can.
(the adaptive AI can only adapt if you have omni view on. Without it, it will build like the rush AI with a bit less eco for army than the rush AI.)

And also a reason, the AI has lost its commander. Because Omni view is bound to the ACU, the AI will start to build defenses without the commander.

You should also know, the experimental AI can't buils nukes or nukedefenses in the mainbase.
But because its using expansion builders from the adaptive AI, only expansions are able to build nukes or defenses.
So if you use the experimental AI, disable landexpansions, and its no longer able to build buke stuff.

Just in case you can read programmscripts, these are the builder for anti missile defenses:
https://github.com/Uveso/AI-Uveso/blob/master/lua/AI/AIBuilders/Base%20Defense.lua#L664

Just a smal explanation to the BuilderConditions:
Code:
        BuilderConditions = {
            { UCBC, 'UnitsGreaterAtEnemy', { 0 , categories.STRUCTURE * categories.NUKE * categories.SILO } },
        },
This builder will trigger if the enemy has more then 0 (zero) buildings with a nuke category. (only works with omni view on, or it will return always true)

Code:
        BuilderConditions = {
            { UCBC, 'HaveUnitRatioAtLocationRadiusVersusEnemy', { 1.20, 'LocationType', 90, categories.ANTIMISSILE, '<', categories.NUKE) } },
        },
And this ratio builder will build a nuke defense based on the enemy launcher count.
Ratio 1.2 means it will build 4 defenses if the enemy has 5 nuke launchers
(Also only works if omni is enabled)


I hope this helps a bit to understand why the AI is building to much defenses in some cases.

Statistics: Posted by Uveso — 23 Jul 2020, 23:06


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2020-07-23T17:22:49+02:00 2020-07-23T17:22:49+02:00 /viewtopic.php?t=16381&p=185877#p185877 <![CDATA[Re: AI-Uveso (v87). AI mod for FAForever]]>
One quirk I have noticed in those games is that even if nuke launchers are disabled, which they sometimes are in said games, the AI will still absolutely fill it's base with strat defense. This seems less than ideal to me.

Statistics: Posted by EatThePath — 23 Jul 2020, 17:22


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2020-07-16T02:21:00+02:00 2020-07-16T02:21:00+02:00 /viewtopic.php?t=16381&p=185663#p185663 <![CDATA[Re: AI-Uveso (v87). AI mod for FAForever]]> Update 15.Jul.2020(v87)

- New: AI works now with No-Rush game mode.
- New: A new Priority manager is now changing priorities on build platoons
- Fix: Last move location inside EngineerMoveWithSafePath is no longer ignored.
- Fix: ProcessBuildCommand is now blocking the buildplace for massestractors while the engineer is on its way.
- Fix: Buildconditions no longer return true if omni sensor is not present.
- Opt: ProcessBuildCommand is now respecting SurfaceHeight/TerrainHeight (Water build place).
- Opt: Free engineers are now assisting other engineers
- Opt: Ecomanager reacts a bit faster now on enabling buildings on high energy ECO.
- Opt: Naval structures are now buildable from mainbase without any naval area marker
- Opt: Reworked naval factory and unit builder. Should now build way more naval units.

Statistics: Posted by Uveso — 16 Jul 2020, 02:21


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2020-06-28T17:16:09+02:00 2020-06-28T17:16:09+02:00 /viewtopic.php?t=16381&p=185144#p185144 <![CDATA[Re: AI-Uveso (v86). AI mod for FAForever]]>
Thanks for testing!

Btw, check your PMs ;)

Statistics: Posted by Uveso — 28 Jun 2020, 17:16


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2020-06-28T11:43:14+02:00 2020-06-28T11:43:14+02:00 /viewtopic.php?t=16381&p=185140#p185140 <![CDATA[Re: AI-Uveso (v86). AI mod for FAForever]]>
thank you VERY much man for you time and effort to analyze and fix this issue. And can't say, how much I appreciate your work to do this.
I'll gather my mates to try out your new patch and give you feedback as soon as possible 8-)

Statistics: Posted by saxz — 28 Jun 2020, 11:43


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2020-06-24T21:24:20+02:00 2020-06-24T21:24:20+02:00 /viewtopic.php?t=16381&p=185080#p185080 <![CDATA[Re: AI-Uveso (v86). AI mod for FAForever]]>
well, i debugged the Sorian AI and found the issue why Sorian was not building much arties.
It turned out that the Sorian assist function was not finding assisties and started looping.
That was blocking the buildermanager for any platoons with buildpriority 951 or lower.

I already patched the GPG assist function, so i removed the sorian assist function and
patched the existing GPG assist function for sorian special needs.

For testing i also increase the buildprotority for arities extremely. (+1000)

SorianArtyPatch-v3.zip

Statistics: Posted by Uveso — 24 Jun 2020, 21:24


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2020-06-19T16:19:43+02:00 2020-06-19T16:19:43+02:00 /viewtopic.php?t=16381&p=184983#p184983 <![CDATA[Re: AI-Uveso (v86). AI mod for FAForever]]>
yes naval is not fully developed at the moment.
But first i need to improve the water/amphibious/hove movement layers (AI markers) to advance the naval play.

It will take some time, but naval will be better over time.

And yes, if you want, i can impement a naval only AI.

Statistics: Posted by Uveso — 19 Jun 2020, 16:19


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2020-06-19T01:55:41+02:00 2020-06-19T01:55:41+02:00 /viewtopic.php?t=16381&p=184971#p184971 <![CDATA[Re: AI-Uveso (v86). AI mod for FAForever]]> This AI is making a good use of all aspects of the game and is very advanced tacticaly, however there is an issue about water gameplay.
It's obvious that this AI is not making any naval units untill his enemy has build at least one. it's easy to take an advantage of that and it performs really poorly on water based maps. It may react well if you decide to play with water yourself, but it's gona keep using air, experimentals and land units if you just bunker yourself on your island...
I think that this AI should always consider making cruisers or battleships even if their opponent hasn't build navy.
Maybe you could make a naval focused type of Uveso-AI or just force adaptive one to make cruisers just to annoy his opponent?
Without any navy it's just too easy and boring even on high cheat multipliers.

Statistics: Posted by xRadde — 19 Jun 2020, 01:55


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2020-06-13T20:52:31+02:00 2020-06-13T20:52:31+02:00 /viewtopic.php?t=16381&p=184862#p184862 <![CDATA[Re: AI-Uveso (v86). AI mod for FAForever]]>
Seton's Clutch
20 min no rush
2 experimental Uveso AIs
vs
2 players + 1 turtle SorianAI (with update 2)

The game lasts about an hour and none of them built a heavy or experimental arty. Has everyone else played a game lately against an AI, which built this type of arties? I still got the impression, this is not a problem of the AIs itself.

I'm very curious, if you can find the reason for that Uveso. We really like the FAF SupCom Client and it's changes, but without arties it's just half the fun.

One thing regarding your AI: it built a lot of experimental units this time and it was interesting to see, that it used it for defense. But it doesn't seem that xperimental units like the CZAR were/will be used for "suicide missions" to break a tough defense by falling in to critical buildings - just a little note on the side.

Statistics: Posted by saxz — 13 Jun 2020, 20:52


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2020-06-13T17:36:54+02:00 2020-06-13T17:36:54+02:00 /viewtopic.php?t=16381&p=184860#p184860 <![CDATA[Re: AI-Uveso (v86). AI mod for FAForever]]>
that was quick. Thank you very much Uveso for your work. We'll look, if it fixed the problem now.

And thanks for the advice to use your AI. The reason, why we changed back to the Sorian AI was, that in a former version of your AI, the behavior regarding tactical decision to use gaps to break in was quite better, but your AI constructed much small units but less experimental units and buildings at the time. In general, the behavior seems not very late game oriented as we do our matchups (with the no rush option). Especially in our lategame experimental units + (experimental/heavy) artillery is an important method, to break good defense / a lot of shields, what your AI didn't do at that time. But we will give it another try :D

Statistics: Posted by saxz — 13 Jun 2020, 17:36


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