AI-Uveso (v87). AI mod for FAForever

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Re: AI-Uveso (v80). AI mod for FAForever

Postby Uveso » 19 Feb 2020, 08:21

Update 19.Feb.2020(v80)

- New: Added buildplatoons for Hive and Kennel (Cybran and UEF Engineerstations)
- New: Added new naval buildcondition for 2 lake maps
- Opt: Changed ecomanager logic for assisting engineers
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Re: AI-Uveso (v81). AI mod for FAForever

Postby Uveso » 27 Mar 2020, 01:13

Update 26.Mar.2020(v81)

- New: Added option to view the ingame IMap (threat map)
- Fix: function CanBuildOnMass no longer ignores max distance to find available mass spots
- Fix: Added a failsafe for factory placing in case the start location is very small
- Fix: fixed a bug with unknown AI markers
- Opt: Optimized the platoon target function for better gamespeed
- Opt: Code refactoring; changed all WaitSeconds() to WaitTicks() function calls for better gamespeed
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Re: AI-Uveso (v81). AI mod for FAForever

Postby Ratgoose2 » 04 Apr 2020, 21:03

(Dumb) Question, when updating from v80 to v81 (and all future updates), do you need to manually delete the AI-Uveso folder from the mods folder first or can you just click "install" in the downlord client without any pre folder removal? Thanks.
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Re: AI-Uveso (v81). AI mod for FAForever

Postby Uveso » 05 Apr 2020, 19:59

Hello Ratgoose2,

you question isn't dumb at all.

Normaly you only need to install the new version (on top of the old version).

BUT...

We had some problems with the modupdater function from downloads client.
Old files where only partial overwritten and caused errors in the mod.

This should be fixed already, but in case you get any odd behavior or errors, then
first delete the modfolder manually, and then install the new mod with downloads client.


In case you take a look to your game.log file, search for these lines after installing the latest AI-Uveso mod:
Code: Select all
INFO: * AI-Uveso: [siminit.lua, line:2070] - Running from: @c:\programdata\faforever\repo\fa\lua\siminit.lua.
INFO: * AI-Uveso: [siminit.lua, line:2071] - Checking directory /mods/ for AI-Uveso...
INFO: * AI-Uveso: [siminit.lua, line:2078] - Found directory: /mods/ai-uveso/mod_info.lua.
INFO: * AI-Uveso: [siminit.lua, line:2083] - Check OK. Found 1 AI-Uveso directory.
INFO: * AI-Uveso: [siminit.lua, line:2087] - Checking files and filesize for AI-Uveso...
INFO: * AI-Uveso: [siminit.lua, line:2114] - Check OK! files: 85, bytecount: 1573477.
if you can read Check OK! in the last line then the mod is installed correctly.


Just as example; This whould be a log in case the modupdate failed:
Code: Select all
INFO: * AI-Uveso: [siminit.lua, line:2070] - Running from: @c:\programdata\faforever\repo\fa\lua\siminit.lua.
INFO: * AI-Uveso: [siminit.lua, line:2071] - Checking directory /mods/ for AI-Uveso...
INFO: * AI-Uveso: [siminit.lua, line:2078] - Found directory: /mods/ai-uveso/mod_info.lua.
INFO: * AI-Uveso: [siminit.lua, line:2083] - Check OK. Found 1 AI-Uveso directory.
INFO: * AI-Uveso: [siminit.lua, line:2087] - Checking files and filesize for AI-Uveso...
INFO: * AI-Uveso: [siminit.lua, line:2103] - Check FAILED! Directory: AI-Uveso - Found 1 odd files! (85/84)
INFO: * AI-Uveso: [siminit.lua, line:2110] - Check FAILED! Directory: AI-Uveso - Found 22742 odd bytes! (1573477/1550735)
Here you can see the FAILED! message and why it failed.
In this case, delete the mod folder and reinstall the mod.
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Re: AI-Uveso (v81). AI mod for FAForever

Postby Ratgoose2 » 06 Apr 2020, 22:00

Hi Uveso,

Thanks for the info and letting me know it wasn't such a dumb question! I just went and deleted the folder and installed the new version :)

Since I'm somewhat new to this game, and only play against AI, which unitpack mods (ie Total mayhem, Blackops, Brewlan, Wyvern, etc) do you think work well with your AI?

Thanks
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Re: AI-Uveso (v81). AI mod for FAForever

Postby Uveso » 07 Apr 2020, 08:02

All mods you can find here are tested with my AI:
viewtopic.php?f=41&t=12416
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Re: AI-Uveso (v83). AI mod for FAForever

Postby Uveso » 28 Apr 2020, 05:10

Update 28.Apr.2020 (v83)

- New: Added special air builder for the Rush sub AI. Should now build way more air.
- Opt: Engineers will no longer path with c-engine function if AI markers are present.
- Opt: AI-Rush air units will be build at lower mass storage than before.
- Opt: AI-Rush will build more air factories now. (50% of land factory count)
- Fix: Fixed a bug inside the engineer mass build recall function
- Fix: Debugfunction for AI pathing now also shows the pathing of AI-Swarm
- Fix: Buildcondition for mass spots was reporting wrong distance for the closest mex point.

v82 (not public released, only on Git-Hub)

- Fix: Added files for game patch V8 for testing
- Fix: Optimized personaly name handle in AI base templates
- Fix: fixed some functions for compatibility with AI-Swarm and RNGAI
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Re: AI-Uveso (v84). AI mod for FAForever

Postby Uveso » 04 May 2020, 18:51

Update 04.May.2020 (v84)

- Fix: Changed distance check from 3D to 2D. Position data has no high information.
- Fix: Renamed some hooks from shared functions to be compatible with other AI mods.
- Fix: Adaptive sub AI will now build much more units when Omni-View is disabled.
- Fix: Hook for BaseManagersDistressAI was disabling the manager for all AIs.
- Opt: Added Tech2 engineer to reclaim Tech 1 energy buildings.
- Opt: ACU has now priority on assising Hydrocarbon instead of building new energy.
- Opt: Radar tower will be upgraded way earlier than before.
- Opt: AI will now sourround TECH2 mass extractors with storage before TECH3 upgrade (4 base mexes)
- Opt: Added some guards to experimental platoons.
- Upd: Main game AI-Update V8 Included! (general AI updates for the upcomming game patch)
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Re: AI-Uveso (v84). AI mod for FAForever

Postby Mavr390 » 05 May 2020, 08:20

Hi Uveso!!!
I renamed the HOOK folder to the SCHOOK and packed it with LUA folder in *.scd. The game started and showed the presence of your AI mod, but when the battle starts, the battle itself does not start.
Is it possible to adapt your mod to the retail version of the game ??
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Re: AI-Uveso (v84). AI mod for FAForever

Postby Uveso » 05 May 2020, 13:57

Hello Mavr390,

Just loading the mod into the game does not work.
You need also to patch some gamefiles or the game can't load AI mods from the modfolder.

Here are the changes i have done to the gamefiles:
https://github.com/FAForever/fa/pull/2419/files
https://github.com/FAForever/fa/pull/2443/files

So you need to fix these files:
Code: Select all
SinglePlayerLaunch.lua
Localization.lua
tooltip.lua
aitypes.lua
lobby.lua
simInit.lua

But you can't just copy paste the FAF files to the vanilla game because the FAF files are strongly modified.
You need to do the same changes i have posted with the git-hub links to the original vanilla files if you want to include it as .SCD mod.

I have never done it, because i can't test this with the steam version.
Since i have the steam version now i could try to make an .SCD mod for the vanilla game to make it able to load AI mods.
But i can't say when i have time for this.
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