New Mod: Swarm

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New Mod: Swarm

Postby Azraeel » 17 Aug 2019, 04:04

Swarm

Hi, My Name Is Azraeel. Today, I bring probably the hardest work i've done in a long time... I bring you Swarm! What is Swarm? Swarm is a AI Developed Under the Mod AI-Uveso. This Mod Attempts to bring the Hardest, Smartest, The Most Adaptable AI Possible. Swarm will not be laugh upon as another failure to make the AI Truly Great!

What Does Swarm Offer?

Well, Lets Start Off Clearly to say that this AI Does not Require tons of Multipliers like 3.0 or even 2.0, this AI Can 1v1 on 1.3 or lower if your looking for a good 1v1. This AI offers the survival experience, the competitive experience, and its just fun :mrgreen:

List Of AI Features

[Redone] Platoons (Land, Air, Not Navy Yet)
[Redone] Size Of Platoons
[Redone] Teching For The AI... AI Will Now Tech More Efficiently
[New] Scouting AI For Swarm (Dont Use Omni Cheat For The AI)
[New] Micro Ability For AI (Swarm Will Micro, Its Air)
[Improved] Attack Choices for AI
[Improved] Pathfinding
[New] Platoons Such As Drop Platoons
[New] The AI Will Now Adapt To Where You Attack and Respond Accordingly
[Improved] AI Will Assess Threats Better (Part of new Scouting AI)
[Fix] Fixed AI Not Upgrading Shield. Swarm Will Not Upgrade Shields.
[New] AI Will Use Its Commander To Fight
[New] AI Will Build Well Defended Expansions (T2, T3 PD and Shields.)
[Improved] AI Reaction Is Now Quicker
[New] AI Only Units (Pictures SoonTM)
[Improved] AIBuilders (Base Will Be Built A Tiny Bit Better)
[New] AI Will Try To Cover Its Entire Area Of The Map Meaning It'll Move Its Units According To Defend, Attack, or Hold A Area
[New] AI Will Scale Its Economy



Q&A

Question: Will I Make A Discord?
Answer: Depends if People Love This!

Question: Will I Be Taking Suggestions?
Answer: 100% YES

Question: What Are You Planning To Do With This Mod
Answer: Anything and Everything ;)



REQUIRES AI-UVESO MOD

UVESO IS SENPAI 8-)



SWARM ISNT JUST A MOD, ITS A NEW CHALLENGE :x
Last edited by Azraeel on 22 Aug 2019, 00:29, edited 1 time in total.
viewtopic.php?f=88&t=18142 | Swarm Developer

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Re: New Mod: Swarm

Postby Azraeel » 17 Aug 2019, 17:46

Update V42

Whats New?

[New] AI Will Now Ring Mexes
[New] AI will now use its Commander to combat the Enemy
[Improved] Increased Shield Building Priority
[New] Added New AI Only Unit :)


Update V43

[Improved] Ratio Of Mobile Anti Air In Platoons
[New] AI will now Build AA in Main Base
[Improved] Rebalance AI Only Units Cost


Update V44

[Improved] Improved Air Platoons And Templates
[Improved] Increased Scouting Platoon Priority (AI Will Scout More Often)
[New] Added A Shield Assist Priority (AI Will Assist Shields When Needed)
[New] Added AiBuilders For TML


Update V45

[New] Nukes and Artillery Have Arrived To Swarm

Update V46

[Fix] UI Freezing

!Huge Update V47!

[Major Change] Mod Now Affects AIx Uveso Overwhelm (Uveso Overwhelm is now the main Swarm AI

Update V48

[Fix] A Few Minor Errors With Overwhelm
[New] Expansions are now more of a threat
[New] Firebases for the AI are now more tough


Update V49-V50

[Fix] AI

Update V51

[Fix] Reverted Back To V43
Kept V44,V45, and V46 Updates


Update V52

[Fix] AI's Love With Yolona Oss xD

Update V53-V54

[Overhaul] Removed All Non-AI Features and Made Them Into A Seperate Mod

Update V55

[Fix] Expansion Priority

Update V56

[Fix] Overwhelm Combat Priority

Update V57

[Fix] AI Usage of Higher Tech Levels (Builds higher tech)

Update V58-V59

[Fix] Overhaul To New AI

AI-Swarm has Arrived

[Overhaul] Completely New AI
[Optimized] With AI-Uveso
[Optimized] Cleaned Up Files and Code

BIG THANKS TO UVESO :D
Last edited by Azraeel on 26 Aug 2019, 23:17, edited 17 times in total.
viewtopic.php?f=88&t=18142 | Swarm Developer

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Re: New Mod: Swarm

Postby armacham01 » 17 Aug 2019, 22:36

Are the "additional features" optional? To be blunt I'm interested in playing with AIs sometimes but only with vanilla units/values.
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Re: New Mod: Swarm

Postby Azraeel » 18 Aug 2019, 02:09

armacham01 wrote:Are the "additional features" optional? To be blunt I'm interested in playing with AIs sometimes but only with vanilla units/values.



I've considered Making All Of That A Sub Mod For Swarm
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Re: New Mod: Swarm

Postby Rowey » 18 Aug 2019, 02:11

cant you add the Diffrent unit as a toggle in the options ?
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Re: New Mod: Swarm

Postby Azraeel » 18 Aug 2019, 02:24

Rowey wrote:cant you add the Diffrent unit as a toggle in the options ?


Yes, or you could just restrict them ;)
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Re: New Mod: Swarm

Postby armacham01 » 18 Aug 2019, 02:28

Also, I don't want to derail things, but I was thinking about a modification that might make playing against the AI more interesting.

Let's call it a "diversion" -- the AI commits to spend X% of its resources on whatever "diversion" is active at the time. And the diversion would change after a certain amount of time, so in a 30-minute game it might change 3 times.

The diversion could be "build just a ridiculous amount of t1 bombers and then swarm with them" or "make a t2 artillery base somewhere on the map" or "make an experimental" or whatever. So the AI would just do something that is probably sub-optimal. Setting the diversion to a high percentage would generally reduce the effectiveness of the AI.

It would give the players more reason to scout the AI because it would not just be completely predictable. It would reduce the AI's difficulty unless it randomly picked a very strong strategy (which for some people, would help them, and others might increase the AIx multiplier to make up for it). It could end up making the experience of playing against an AI more dynamic because anything could happen.

This is a little bit like the "agents" of DeepMind (which are really separate AIs, each with its own obsession/focus that lasts for the duration of the entire game) but definitely not the same thing. I have no idea how difficult it would be to give the AI modified priorities, that change over the course of a game.

Eventually if there was a way to make the AI make smarter choices, this system could even be used to increase the strength of the AI.
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Re: New Mod: Swarm

Postby Azraeel » 18 Aug 2019, 03:41

armacham01 wrote:Also, I don't want to derail things, but I was thinking about a modification that might make playing against the AI more interesting.

Let's call it a "diversion" -- the AI commits to spend X% of its resources on whatever "diversion" is active at the time. And the diversion would change after a certain amount of time, so in a 30-minute game it might change 3 times.

The diversion could be "build just a ridiculous amount of t1 bombers and then swarm with them" or "make a t2 artillery base somewhere on the map" or "make an experimental" or whatever. So the AI would just do something that is probably sub-optimal. Setting the diversion to a high percentage would generally reduce the effectiveness of the AI.

It would give the players more reason to scout the AI because it would not just be completely predictable. It would reduce the AI's difficulty unless it randomly picked a very strong strategy (which for some people, would help them, and others might increase the AIx multiplier to make up for it). It could end up making the experience of playing against an AI more dynamic because anything could happen.

This is a little bit like the "agents" of DeepMind (which are really separate AIs, each with its own obsession/focus that lasts for the duration of the entire game) but definitely not the same thing. I have no idea how difficult it would be to give the AI modified priorities, that change over the course of a game.

Eventually if there was a way to make the AI make smarter choices, this system could even be used to increase the strength of the AI.



If I'm Reading This Right????

What Your Asking For The AI Too Have Personality?
viewtopic.php?f=88&t=18142 | Swarm Developer

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Re: New Mod: Swarm

Postby DDDX » 18 Aug 2019, 22:12

ok, played a couple of games of this and while it was very fun and hard, there were a couple of things i HATED to the core.

The surprise visits of OP units. So you have a couple t1 air exps attack, then a couple of t2, then some t3/t4 air...and then a freakin 30 000 hp (no big real) helicopter tha kills ANYTHING in 1 shot. GC? 1 shot. Advanced shield? 1 shot. 5 SAMs cluster? 1 shot.
Either you have enough initial firepower to take it out before it starts to shoot, or you lose your entire base and there is absolutely nothing you can do about it.

Dream ripper? Same thing. 1shoots anything. Basically either you have the firepower to kill it before it comes into range, or it will just walk through anything.
200 000 hp Avalanche beetlebot? 1 shot.

you would have expected to get a swarm of like 5 Megaliths attacking together, then 4 Snakebites, then the Ripper...
Either you get people prepared for those attacks, or nerf the dmg on those units. Cause this...is impossible for anyone to counter unless they know exactly what they are dealing with.
But if you advance to it gradually (for example, sending 5 Mayhem IVs prior to the Ripper), you send a message to the defenders that more hardcore things are coming and that they need to be prepared.

Also, why not spawn bigger waves of units like Bricks or Percivals or other t3 bots - in large numbers they are a challenge to the defending team, and would have provided good "survival-like" experience.

All that being said - good job man, I enjoyed playing it. Wish the AI knew how to make Advanced shields, though...and boost them with build power. So that if we get 3 arties we don't wreck any base the aix has. Hell, sometimes even 2 will do.
Check out my 2 maps: "Survival_Mayhem&BO_3d_v1" "Survival_Mayhem&BO_3d_RPG"
as well as my mod: "Survival Mayhem&BO balance"
-- let me know of any bugs or issues regarding those 3.
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Re: New Mod: Swarm

Postby Azraeel » 19 Aug 2019, 00:04

DDDX wrote:ok, played a couple of games of this and while it was very fun and hard, there were a couple of things i HATED to the core.

The surprise visits of OP units. So you have a couple t1 air exps attack, then a couple of t2, then some t3/t4 air...and then a freakin 30 000 hp (no big real) helicopter tha kills ANYTHING in 1 shot. GC? 1 shot. Advanced shield? 1 shot. 5 SAMs cluster? 1 shot.
Either you have enough initial firepower to take it out before it starts to shoot, or you lose your entire base and there is absolutely nothing you can do about it.

Dream ripper? Same thing. 1shoots anything. Basically either you have the firepower to kill it before it comes into range, or it will just walk through anything.
200 000 hp Avalanche beetlebot? 1 shot.

you would have expected to get a swarm of like 5 Megaliths attacking together, then 4 Snakebites, then the Ripper...
Either you get people prepared for those attacks, or nerf the dmg on those units. Cause this...is impossible for anyone to counter unless they know exactly what they are dealing with.
But if you advance to it gradually (for example, sending 5 Mayhem IVs prior to the Ripper), you send a message to the defenders that more hardcore things are coming and that they need to be prepared.

Also, why not spawn bigger waves of units like Bricks or Percivals or other t3 bots - in large numbers they are a challenge to the defending team, and would have provided good "survival-like" experience.

All that being said - good job man, I enjoyed playing it. Wish the AI knew how to make Advanced shields, though...and boost them with build power. So that if we get 3 arties we don't wreck any base the aix has. Hell, sometimes even 2 will do.



Thank You...

Now The Dream Reaper is Probably The Weakest Units Too Air. It Has ZERO Anti Air and Thats The Weakness, I Gave It. The Renegade MKIII Is A Glass Cannon. 4 Sams Can Kill Even T1 Inties ;) . Also Total Mayhem and Swarm isnt too good tbh. I recommend Normal FAF :mrgreen:
viewtopic.php?f=88&t=18142 | Swarm Developer

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How We All View Ladder
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Balance Team Crushed
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