AI-Uveso (v87). AI mod for FAForever

Moderator: Uveso

Re: AI-Uveso (v66). AI mod for FAForever

Postby Franck83 » 07 May 2019, 02:08

Hey uveso, it seems client 0.10.5 fixed the desync issue. But we need to make a post 0.10.5 mod version to enforce mod update. So i uploaded a new version of my mod. You should do it to your uveso AI too.
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: AI-Uveso (v67). AI mod for FAForever

Postby Uveso » 07 May 2019, 13:29

Update 07.May.2019(v66)

- New: Added filecheck function.

The mod now checks filecount and filesize.
Output to the game.log:

Code: Select all
INFO: * AI-Uveso: [siminit.lua, line:1923] - Running from: @c:\programdata\faforever\gamedata\lua.nx2\lua\siminit.lua.
INFO: * AI-Uveso: [siminit.lua, line:1924] - Checking directory /mods/ for AI-Uveso...
INFO: * AI-Uveso: [siminit.lua, line:1931] - Found directory: /mods/ai-uveso/mod_info.lua.
INFO: * AI-Uveso: [siminit.lua, line:1936] - Check OK. Found 1 AI-Uveso directory.
INFO: * AI-Uveso: [siminit.lua, line:1940] - Checking files and filesize for AI-Uveso...
INFO: * AI-Uveso: [siminit.lua, line:1967] - Check OK! files: 77, bytecount: 1310745.
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Re: AI-Uveso (v67). AI mod for FAForever

Postby H-master » 20 May 2019, 09:56

Hi Uveso,

Two questions:

I tried to use your mod to create markers for my maps. When I launch the game I see them being created, but when I look in the folder of the map, I don't see any new files.

The plan was to upload new version of the maps to the vault with your generated markers in it, but looks like it didn't work yet.

So what is the best way to do this? And once it is done, do the makers work fine with the standard AI and the Sorian AI?

Thanks in advance!
Check out my maps here:

Madness 1 - 7

viewtopic.php?f=53&t=17241&p=172070#p172070
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Re: AI-Uveso (v67). AI mod for FAForever

Postby Uveso » 20 May 2019, 16:42

Hello H-master,

Sadly there is no way to save the markers to the mapfile from game script files directly.
You need to do it by hand.

Go to game options "AI Map Marker generator" and set it to "print to game.log"
This will print the complete map MasterChain table with new markers to the game.log file.
(the game will freeze for 30 seconds on game start while writing all data to the game.log)

Then end the game, open the game.log and search for this:
Code: Select all
INFO: ******************************************** START ***************************************************
INFO: ************************ Copy the MASTERCHAIN table to your map_save.lua file ************************
INFO: * Please Copy&Paste the markers from the game.log file from HDD not from the [F9] debug log window!! *
INFO: ******************************************************************************************************

There you can find the start of the MasterChain table.
Copy the complete table and overwrite your MasterChain table inside your map_save.lua with it.

Then you have the markers inside your map files.

The markers will work for all AI's.
But have in mind that the pathfinding function from my AI is 400% faster then from other AI's
So pathfinding can take up to 190 milliseconds to generate on Sorian or GPG AI. (40 ms with my AI)

I can't see any slowdown if i test the markers with Sorian or GPG AI on my PC, but it can be a bit slower.
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Re: AI-Uveso (v67). AI mod for FAForever

Postby H-master » 21 May 2019, 13:15

Thanks for your explanation.

Somehow I don't see the "AI Map Marker generator" in the options when I play a Uveso game. It's should just be under game options right?

And where is the game.log to be found?
Check out my maps here:

Madness 1 - 7

viewtopic.php?f=53&t=17241&p=172070#p172070
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Re: AI-Uveso (v67). AI mod for FAForever

Postby Uveso » 21 May 2019, 23:21

Yes, you can find it where all other AI options are:

optiongenerator.jpg
optiongenerator.jpg (181.66 KiB) Viewed 1804 times


And you can find your game.log here:
Code: Select all
C:\ProgramData\FAForever\logs\game.log
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Re: AI-Uveso (v67). AI mod for FAForever

Postby relent0r » 22 May 2019, 06:14

You got any roadmap plans currently uveso or busy with other stuffs?

Would love to see some work done on combat transport drops. Or even just guards going with the engineers that do get dropped. The way the ai holds air units back in groups would make this work well since it can send good cover with them.
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Re: AI-Uveso (v67). AI mod for FAForever

Postby Uveso » 22 May 2019, 13:50

Hello relent0r,

i plan to upgrade the ACU attack function next.
Then i need to redo the naval eco. Naval is still not working as good as land or air.
After this i want to patch the ingame transport function, then i can add some guards for engineers or the transporter itself.

At the moment i am working on Total Mayhem and a new ingame AI patch for the next game update.
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Re: AI-Uveso (v67). AI mod for FAForever

Postby H-master » 27 May 2019, 15:17

Uveso wrote:Yes, you can find it where all other AI options are:

optiongenerator.jpg


And you can find your game.log here:
Code: Select all
C:\ProgramData\FAForever\logs\game.log


Thanks. I managed to follow your instructions.

I've updated one of my maps with your markers. You can check it in the vault: "Madness 2 v3".
Check out my maps here:

Madness 1 - 7

viewtopic.php?f=53&t=17241&p=172070#p172070
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Re: AI-Uveso (v67). AI mod for FAForever

Postby Uveso » 27 May 2019, 17:58

Hello H-master,

i checked the map and the new markers are present and working.

The marker generator is build for 5x5 and 10x10 maps.
But nice to see that it's also working for some 20x20 maps :)
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