Page 1 of 2

Smart Tactical Missiles V21 for all game versions

PostPosted: 04 Sep 2016, 01:44
by Uveso
This is Smart Tactical Missiles version 21 for all Supreme Commander game versions. Tested with (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads.
This mod supports Nomads.

Smart Tactical Missiles <for all gameversions> v21
http://faforever.uveso.de/SmartTacticalMissiles(AllGameVersions)-V21.zip
DownloadSize: 60 KB, Unpacked: 68 KB


Author: Uveso


How to install:

UnZip the archive.

Copy the "SmartTacticalMissiles" folder from the Zip archive to:
"C:\...User...\My Games\Gas Powered games\Supreme Commander Forged Alliance\Mods\"

The right Filepath to the file "mod_info.lua" should be then:
"C:\...User...\My Games\Gas Powered games\Supreme Commander Forged Alliance\Mods\SmartTacticalMissiles\mod_info.lua"

Start the game, and activate inside the modmanger "Smart Tactical Missiles".



This Mod modifies the following 5 buildings:

UEF Buildings:
UEF - TECH2 - LAND : Aloha - (Tactical Missile Launcher)

CYBRAN Buildings:
CYBRAN - TECH2 - LAND : TML-4 - (Tactical Missile Launcher)

AEON Buildings:
AEON - TECH2 - LAND : Serpentine - (Tactical Missile Launcher)

SERAPHIM Buildings:
SERAPHIM - TECH2 - LAND : Ythis - (Tactical Missile Launcher)

NOMADS Buildings:
NOMADS - TECH2 - LAND : Bowcaster - (Tactical Missile Launcher)


Info:
Tactical missile launcher shows how many missiles are left and focussed target:
"Com" = Commander
"Exp" = Experimental. Attack order: highes maxunithealth. (not actual healthbar!)
"Hea" = Heavy Assault. (small experimentals from Total Mayhem, Experimental Wars etc.)
"Art" = Mobile T3 Unit with indirect Fire and only if the unit don't move. (Artillery / Missilelauncher)
"Bui" = T1,T2,T3 Structures. Attack order: nearest completed building.
"Eng" = Engineer (fire only on not moving units)
"Mob" = Mobile (fire only on not moving units)

The missile launcher always will hold back one missile for the player.
If the launcher has more then 1 missile, it will aim and fire at Commander, Experimentals and Heavy Assaults.
With almost full silo (maximal load -2) the launcher will start to fire on buildings and mobile units if they don't move.

This mod is NOT using homing missiles. Its using the normal tactical missile launcher with a "lead target" function.
(Shooting ahead of a moving target so that the target and projectile will collide.)

It will also take into account if the target is protected by an anti missile system.
(It will not shoot in this case; there is no overwhelm function because each launcher has its separate AI)


Update 16.Jun.2019 (v21)
-Fixed unitnames to match the latest nomads version.

Update01.Feb.2019 (v20)
- Missiles launcher no longer attacks underwater targets.

Update 14.Jun.2018 (v19)
- Changed WaitSecond to WaitTicks commands for better accuracy.

Update 19.Jun.2017 (v18)
- Added function to detect if a target is protected by a tactical anti missile system.
- Reworked and optimized LeadTarget function
- Missiles now also hit units with a hitbox above the ground like Mokeylord or Megalith

Update 26.Apr.2017 (v17)
- Unit INB2208 (Nomads Launcher); Added Script for smart AI.
- Unit UAB2108 (Aeon Launcher); Moved AI initializing script from OnCreate to OnStopBeingBuilt function.

Update 04.Sep.2016 (v16)
-Changed the value for maximal Missiles for the launcher from a fixed value to blueprint values.
This will fix an issue with the balance patch 3658.

Re: Smart Tactical Missiles V1.6 for all game versions

PostPosted: 04 Sep 2016, 02:39
by Exotic_Retard
very interesting. does this take tmd into account?

the AI takes antinukes into account so if that would apply to tml as well, that would be pretty cool.

Re: Smart Tactical Missiles V1.6 for all game versions

PostPosted: 04 Sep 2016, 03:09
by Uveso
This is really an exotic idea, my mod is indeed a little bit retarded in avoiding tactical missile defenses :)

And is has already his own GetEnemyUnitsInSphereOnRadar() function.
I'll will take a look into the strategic missile target routines, maybe i can easily implement this.

But, i already tweaked the LeadTarget function. And i am scared to make them more smarter^^

PS: i don't know anything about shields or wrecks :D

Re: Smart Tactical Missiles V1.6 for all game versions

PostPosted: 04 Sep 2016, 04:04
by RavenCurow
What's the difference between this mod and the AutoTML mod? I assume this was inspired by that one. From what it sounds like this one doesn't have dynamic targeting?

Re: Smart Tactical Missiles V1.6 for all game versions

PostPosted: 04 Sep 2016, 06:37
by Uveso
There is no difference. AutoTML was the work title for the mod.
Now for release i renamed it. (There is already a mod called "Autofire Tac Missiles" from 2007)

Well, there is a slight difference in dynamic targeting
Launcher now targets the nearest target instead using buildorder.

Re: Smart Tactical Missiles V1.6 for all game versions

PostPosted: 04 Sep 2016, 08:43
by RavenCurow
Ah, okay. Then I'll update to this one. Thanks for the info. Great work on your mods. I won't lie, I used a few of them as refrence material when learning to mod.

Re: Smart Tactical Missiles V1.6 for all game versions

PostPosted: 04 Sep 2016, 20:51
by Uveso
Thanks a lot. This really makes me proud :)

Because its off topic i will post something for you there:
viewtopic.php?f=15&t=11011

Re: Smart Tactical Missiles V1.6 for all game versions

PostPosted: 04 Sep 2016, 22:41
by Uveso
Update on evading tactical missile defense.

Its possible but to slow :(

The normal AI has only 1 thread running for calculating the targets for all nuklear missile launchers.
And those nuklear missile defenses have a huge defense ring compared to a tactical missile launcher.

The mod adds a single thread to every Tactical missile launcher, and every launcher has to check the targets.
Works good with 2-3 units, but if you build 100 or more, it takes about 50ms to calculate all targets.
(Tested with 2 Sorian AIx with 1000 units each)
This will lag the game :/

Re: Smart Tactical Missiles V1.6 for all game versions

PostPosted: 25 Sep 2016, 22:53
by psiggy
I used the mod and missiles won't launch for enemy ships. Sometimes they were launched and hit the water instead of target

Re: Smart Tactical Missiles V1.6 for all game versions

PostPosted: 25 Sep 2016, 23:07
by Exotic_Retard
Uveso wrote:Update on evading tactical missile defense.

Its possible but to slow :(

The normal AI has only 1 thread running for calculating the targets for all nuklear missile launchers.
And those nuklear missile defenses have a huge defense ring compared to a tactical missile launcher.

The mod adds a single thread to every Tactical missile launcher, and every launcher has to check the targets.
Works good with 2-3 units, but if you build 100 or more, it takes about 50ms to calculate all targets.
(Tested with 2 Sorian AIx with 1000 units each)
This will lag the game :/



damn, great work on getting it to work though!