AI-Uveso (v87). AI mod for FAForever

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Re: AI-Uveso (v71). AI mod for FAForever

Postby Uveso » 18 Jun 2019, 16:36

Hello relent0r,

thanks for your report and your replay!

The game did not end because of an error inside the victory condition,
while disabling a non existent StrategyManager.

I fixed this already in my (not released) AI patch V5. So this error did not happen here while testing.
For now i included all patches to my AI mod V71.

The gamespeed was normal while watching the replay. Don't know why your game was laggy.

Not the main problem, but you also didn't kill all enemy units:
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Re: AI-Uveso (v71). AI mod for FAForever

Postby Uveso » 18 Jun 2019, 16:37

Update 18.Jun.2019(v71)

- Fix: Added all functions from AI-patch V5 (patch V5 is not released yet)
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Re: AI-Uveso (v71). AI mod for FAForever

Postby relent0r » 19 Jun 2019, 03:10

Thanks Uveso, that was sneaky of the ai to hide a transport so far away.
I didn't see any simspeed decrease or latency lag so was a little puzzled. It didn't get worse as the game went on either. It felt like what you'd get if your hdd was going mad in the background but it was experienced by all players. But doesn't sound ai related so all good.
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Re: AI-Uveso (v72). AI mod for FAForever

Postby Uveso » 24 Jun 2019, 19:49

Update 24.Jun.2019(v72)

- Fix: Added unitIDs for Nomads Supportfactories. AI can now build/upgrade all factories from Nomads mod.
- Opt: Added debuglines for AIExecuteBuildStructure in case a unit can't be build. (template errors from mods)
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Re: AI-Uveso (v72). AI mod for FAForever

Postby relent0r » 03 Jul 2019, 12:12

The aix seems to be doing some abnormal amounts of navy when it really can't do anything with it. Any maps with water that can fit a naval factory will get jammed packed with em but doesn't build much unless its far into the game and has the economy for it.
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Re: AI-Uveso (v72). AI mod for FAForever

Postby Uveso » 03 Jul 2019, 16:37

Looks like you set in options: "5 Naval Expansions Allowed"
So, if you have 2 AI's playing, they will build 10 naval bases.

On maps like twin rivers, set the naval expansions to 2. (1 naval base for each river)

If you don't want navy, set the Naval Expansions to 0.

Please have in mind, naval is still not full balanced and has the highes build priority over air and land.

[edit] I can't make updates, the mod upload to the vault is disabled at the moment.
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Re: AI-Uveso (v72). AI mod for FAForever

Postby relent0r » 04 Jul 2019, 07:25

TBH I never touched the expansion settings at all :D this explains alot.
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Re: AI-Uveso (v72). AI mod for FAForever

Postby HUSSAR » 04 Jul 2019, 18:29

Uveso wrote:... On maps like twin rivers, set the naval expansions to 2. (1 naval base for each river)
...

How about adding a new option to number of allowed Naval Expansions that adapts based on map size, e.g.
Code: Select all
-- in lobbyOptions.lua - add the following under values of a table with key = 'NavalExpansionsAllowed'
    {
        text = "<LOC aisettings_0145>Adaptive (Default)",
        help = "<LOC aisettings_0146>Adaptive Naval Expansions based on map size",
        key = '-1',
    },

-- in SorianInstantBuildConditions.lua - add the following to function LessThanNavalBases(aiBrain)
local checkNum = tonumber(ScenarioInfo.Options.NavalExpansionsAllowed) or 4
if checkNum == -1 then
    If map.size >= 80 then -- get map.size in kilometers from ScenarioInfo
        checkNum = 8
    elseIf map.size >= 40 then
        checkNum = 5
    elseIf map.size >= 20 then
        checkNum  = 3
    elseIf map.size >= 10 then
        checkNum  = 2
    else -- 5km maps
        checkNum = 1
    end
end
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UI Mod - Supreme Score Board
FAF Feature - Accurate Units Stats
FAF Feature - Unit Restriction Manager
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Re: AI-Uveso (v72). AI mod for FAForever

Postby Sprouto » 04 Jul 2019, 21:53

You might want to consider adapting it to both the map size AND the water/land ratio. This may help.
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Re: AI-Uveso (v72). AI mod for FAForever

Postby Uveso » 05 Jul 2019, 18:07

NNNOOOOOOO :mrgreen:

I was already playing with automatic detection of expansions count and size.
(Mapsize and using "GetMapWaterRatio()" to see how many land and water exists to decide the expansion count.)

BUT... every expansion is slowing down the game a little bit. (Factory-, Engineer-, PlatoonForm- and Strategy-manager, and the extra stuff for the BrainConditionMonitor)
So the count of expansions is basically bound to the CPU power, not the map size.

That's why i want to let the player decide if he wants a slow game with many expansions or only a few expansions but a faster game.
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