FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. Uveso
    3. Best
    Offline
    • Profile
    • Following 0
    • Followers 7
    • Topics 15
    • Posts 590
    • Groups 0

    Posts

    Recent Best Controversial
    • AI-Uveso (v112) - AI mod for FAForever

      Uveso's AI Mod

      for Supreme Commander: Forged Alliance Forever v1.5.3697+
      This mod supports Nomads.

      AI-Uveso <only for FAF> v112
      AI-Uveso-Mod-v112.zip

      DownloadSize: 257 KB, Unpacked: 1.93 MB
      Downloadable from Vault: Yes.

      How to install:

      Unpack the archive.

      Copy the "AI-Uveso" folder from inside the Mods directory to:

      C:\...User...\My Games\Gas Powered games\Supreme Commander Forged Alliance\Mods\
      

      Features:

      5 new sub AI's:

      • AI: Adaptive; Balanced AI, builds Land, Air, Naval and Experimental units.
      • AI: Overwhelm; Like AI-Adaptive, but increases cheat+build factor by 0.6 after 35 minutes and again by 0.6 after 60 minutes.
      • AI: Rush; T1, T2 and T3 unit spam with fast tech upgrade and few experimentals.
      • AI: Experimentals; Builds a few units and is focussing on building experimental units.
      • AI: Easy; Builds a few units and does not attack the enemy base. But it will defend its base.

      (For Turtle Play use a adaptive cheat AI with a cheat+build factor of 1.4 on a 10x10 map.)

      Unless other AIs it works also well with low unitcap like 250 or even 125 units.
      ( a unitcap of 700+ is still recommended)

      New functions:

      • Same functionality on maps with and without AI path markers. (Game is slower without markers.)

      • Option to autocreate AI Map marker incl. printing into the game.log for copy&past (Into map_save.lua)

      • New target function can handle 2 lakes maps like setons clutch, and has the same functionality with or without AI markers.

      • Homeless units (no platoon, stucked etc) will now return to the nearest location for new orders.

      • New eco system does not cancel buildorders if eco is low.

      • AI detects paragon like buildings for more build power.

      • Engineers will set to pause while assisting if eco is too low.

      • New mass extractor upgrade logic. AI spends 40% of its overall income for mass upgrades. (can dynamically change)

      • AI will first upgrade mass extractors near main base, not in order how they where build.

      • AI can/will build support factories.

      • AI supports multifaction build and upgrades. (captured units and All Faction mod)

      • New nuke AI function for new attack modes with strategical missiles like overwhelm or Jericho bombardment.

      • Additional build platoons in case a paragon like structure is build. (Mass nukes, Experimantals spam etc)

      • Reworked AI pathfinding function (Edsger Dijkstra's A Star algorithm) - 400% faster than the original GPG algorithm.

      • New location range manager is adjusting the influence radius of location managers to prevent overlapping areas.

      • New engineer transfer function to move idle engineers from expansions back to main base for better build power.

      • Units will not simply be killed on unitcap, they will be send to the enemy or reclaimed.

      • Special platton form builder for mods. (Hydrocarbon upgrader for Black Ops etc.)

      • New buildconditions for platoon builder and former.

      • New unit category "AMPHIBIOUS" to form amphibious platoons. (All amphibious units get this category injected. Also units from mods.)

      • New unit category "FLOATING", same as amphibious.

      • Debug function to validate maps gives warnings if a map has bad AI path marker, mass points etc.

      • Debug function to visualize AI Pathfinding

      • Debug function for Platoons. Renames a unit with its Platoon name.

      • Debug function for Buildermanger to test/view build priorities and Builder logic errors.

      • Commander AI can upgrade all ACU's incl. Black Ops and Nomad ACU's. (and fight ^^)

      Update 23.Aug.2023(v112)

      • Fix: fixed an error in unit upgrade function
      • Fix: added unit templates to upgrade support factories

      Update 11.Jul.2023(v111)

      • Fix: fixed some issues with the new FAF game version
        (Thanks to Relentor for providing this fix)

      Update 27.Feb.2023(v110)

      • Opt: added ghost map for units that are under the fog of war

      For older changes see:
      [...]\Mods\AI-Uveso\Changelog.txt

      AI Development Discord Server (AI-Swarm / AI-Uveso / RNGAI / NutCracker AI / DilliAI)
      https://discord.gg/ChRfhB3

      posted in AI development
      UvesoU
      Uveso
    • RE: Age vs Skill

      Well, i am 51 and my global rating after 14 years of plying is 0 (never played a rated game)

      I play rts games since 1992 (Dune) and i have no clue how skilled i am.
      At least it's enough to code an AI for SupCom 😄

      posted in General Discussion
      UvesoU
      Uveso
    • RE: Can we fix harbingers?

      Thats one of the things that drove me crazy while coding my AI.

      Those harbingers always got stuck in base while relaming and repairing stuff instead of moving to the enemy.
      From code side i did not found any solution to prevent this behavior.

      Thats the reason why AIs normaly don't use harbingers or use normal move instead of attack move for them.

      At least i found no solution. 😕

      posted in Balance Discussion
      UvesoU
      Uveso
    • Updated Mods for FAF and Vanilla Steam

      Updated Mods for FAF:

      AI-Uveso <only for FAF> v112
      Author: Uveso
      Features: Adds 5 new sub AI's to the game. (Adaptive, Overwhelm, Rush, Experimentals and Easy.)
      Compatible with Gameversion: (FAF)1.5.3652+, Nomads
      This mod supports Nomads.
      Downloadlink: AI-Uveso-Mod-v112.zip
      More info: https://forum.faforever.com/topic/350
      Github: https://github.com/Uveso/AI-Uveso
      Downloadable from Vault: Yes.

      AllFactions_FAF_BO_Nomads v4
      Author: Uveso
      Features: Spawns the ACUs of all factions.
      Compatible with Gameversion: (FAF)1.5.3708+, Nomads
      This mod supports Nomads.
      Downloadlink: AllFactions_FAF_BO_Nomads_v4.zip
      More info: https://forum.faforever.com/topic/351/all-faction-acu-support-for-black-ops-acu-and-nomads-v4
      Downloadable from Vault: Yes.

      BlackOpsFAF-ACUs <only for FAF> v19
      Based on original version: BlackOps-ACUs v3.5
      Author: Exavier Macbeth, Lt_hawkeye, orangeknight
      Features: Adds 4 ACUs to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (FAF)1.5.3652+
      Downloadlink: BlackOpsFAF-ACUs-v19.zip
      More info: https://forum.faforever.com/topic/352
      Github: https://github.com/Uveso/BlackOpsFAF-ACUs
      Downloadable from Vault: Yes.

      BlackOpsFAF-Unleashed <only for FAF> v24
      Based on original version: BlackOps Unleashed v6
      Author: Exavier Macbeth, Lt_hawkeye, orangeknight
      Features: Adds 52 buildings and 128 Units and 23 Experimental to the game.
      AI Support: Full AI Support + real AI platoon builder.
      Compatible with Gameversion: (FAF)1.5.3652+
      Downloadlink: BlackOpsFAF-Unleashed-v24.zip
      More info: https://forum.faforever.com/topic/353
      Github: https://github.com/Uveso/BlackOpsFAF-Unleashed
      Downloadable from Vault: Yes.

      BlackOpsFAF-EXUnits <only for FAF> v21
      Based on original version: BlackOps Special Weapons v4
      Author: Exavier Macbeth, Lt_hawkeye, orangeknight
      Features: Adds 1 buildings and 6 Units and 1 Experimental to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (FAF)1.5.3652+
      Downloadlink: BlackOpsFAF-EXUnits-v21.zip
      More info: https://forum.faforever.com/topic/354
      Github: https://github.com/Uveso/BlackOpsFAF-EXUnits
      Downloadable from Vault: Yes.

      Experimentals Wars <only gameversion 3652+> v1.87
      Based on original version: Experimentals Wars V1.8
      Author: asdrubaelvect
      Features: Modifies or adds 14 buildings, 25 Units and 7 Experimentals to the game, and veterancy upgrades to all tech 1 land units.
      AI Support: Full AI Support.
      Compatible with Gameversion: (FAF)1.5.3652+
      Not compatible with Mod: XtremeWars!
      Downloadlink: ExperimentalWars(3652)-v1.87.rar
      More info: https://forum.faforever.com/topic/355/experimentals-wars-1-87-for-gameversion-3652-faf
      Downloadable from Vault: Yes.

      Ninja Reclaim Drones <for all gameversions> v18
      Author: Uveso
      Features: Adds 6 units and 5 buildings to the game.
      AI Support: No. - AI is not allowed to build ninja drones.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
      This mod supports Nomads.
      Downloadlink: NinjaReclaimDrones(AllGameVersions)-V18.zip
      More info: https://forum.faforever.com/topic/356/ninja-reclaim-drones-v18-for-all-game-versions
      Downloadable from Vault: Yes.

      Nuclear Repulsor Shields <for all gameversions> v23
      Based on the idea from the mod: Nuke collide (2007)
      Author: Uveso
      Features: Adds 12 buildings to the game. And Nukes collide with shields
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
      This mod supports Nomads.
      Downloadlink: NuclearRepulsorShields(AllGameVersions)-V23.zip
      More info: https://forum.faforever.com/topic/357
      Downloadable from Vault: Yes.

      Orbital Wars <for all gameversions> v1.37
      Based on original version: Orbital Wars 1.01
      Author: asdrubaelvect
      Features: Adds 16 buildings and 16 Units to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
      Downloadlink: OrbitalWars(AllGameVersions)-v1.37.zip
      More info: https://forum.faforever.com/topic/358/orbital-wars-1-37-for-all-game-versions
      Downloadable from Vault: Yes.

      Quantum Resource Generators <for all gameversions> v18
      Author: Uveso
      Features: Adds 5 buildings to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
      This mod supports Nomads.
      Downloadlink: QuantumResourceGenerators(AllGameVersions)-V18.zip
      More info: https://forum.faforever.com/topic/359
      Downloadable from Vault: Yes.

      Smart Tactical Missiles <for all gameversions> v21
      Author: Uveso
      Features: Modifies 5 buildings in game.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
      This mod supports Nomads.
      Downloadlink: SmartTacticalMissiles(AllGameVersions)-V21.zip
      More info: https://forum.faforever.com/topic/360/smart-tactical-missiles-v21-for-all-game-versions
      Downloadable from Vault: Yes.

      Total Mayhem <for all gameversions> v1.37
      Based on original version: Total Mayhem v1.21
      Author: Burnie222
      Features: Adds 52 buildings and 129 Units and 23 Experimental to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
      Downloadlink: TotalMayhem(AllGameVersions)-v1.37.rar
      More info: https://forum.faforever.com/topic/361/total-mayhem-1-37-for-all-game-versions
      Downloadable from Vault: Yes.

      Wyvern Battle Pack <for all gameversions> v5
      Based on original version: Wyvern Battle Pack v2
      Author: Brandon Potter
      Features: Adds 23 buildings and 36 Units and 15 Experimental to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
      Downloadlink: WyvernBattlePack(AllGameVersions)-v5.zip
      More info: https://forum.faforever.com/topic/362
      Downloadable from Vault: No.

      XtremWars <for all gameversions> v1.6
      Based on original version: XtremWars 1.0 FAF featured.
      Author: asdrubaelvect
      Features: Modifies or adds 54 buildings, 113 Units and 25 Experimentals to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
      Not compatible with Mod: Experimentals Wars!
      Downloadlink: XtremWars(AllGameVersions)-v1.6.rar
      More info: https://forum.faforever.com/topic/363/
      Downloadable from Vault: Yes.

      greetings Uveso.

      (Last Update: 23.Aug.2023)

      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: AI-Uveso (v112) - AI mod for FAForever

      Yes, in version 100 i implement some code to set the AI free.
      Hopefully it will dominate the world without killing all humans 🙂

      posted in AI development
      UvesoU
      Uveso
    • RE: are there 40+ years old FAF players ?

      I've been crawling across the earth since 1970 😄

      posted in General Discussion
      UvesoU
      Uveso
    • RE: my photo of my wife talking to me welll i play FAF

      I don't allow my wife to wear clothes, so no photo.

      posted in Suggestions
      UvesoU
      Uveso
    • RE: How do I delete my account?

      @LightBearer

      The FAF account is linked with steam to prevent smurving.
      You can't make a new account and link the game again.

      In this way it's sure that the account will not be accidentally deleted
      and prevent you from playing.

      posted in I need help
      UvesoU
      Uveso
    • RE: AI-Uveso (v112) - AI mod for FAForever

      Update 08.Feb.2021(v91)

      • New: Added strategy for NukeSub defense.
      • Fix: LUA Error at gameend when an AI was defeated (destroying now buildermanager before brainconditionmonitor)
      • Fix: Renamed Function hook for Platoon-, Factory- and Engineerbuilder to prevent a crash with other AIs
      • Fix: Removed forced debug key binding ['Ctrl-q']
      • Fix: Initial basebuild failed in case the cheatfactor was higher than 1.7 (energy/mass builder)
      • Fix: Removed the destination as waypoint from the pathfinding function. (engineers no longer block the build area)
      • Fix: Added NutCracker AI to debug functions menu.
      • Opt: Platoons with experimentals are now switching a bit earlier to the next waypoint to prevent bumping units.
      • Opt: Cybran shields will now upgrade way earlier than before.
      • Opt: Added ACU sniper platoon (13-15 fighterbomber -> directattack ACU)
      • Opt: AI Ecomanager is now optimized for better game speed.
      • Opt: AI can now also recover its base if the ACU is not available (fighting)
      • Opt: Adaptive AI now also working with omniview off (on is still better)
      posted in AI development
      UvesoU
      Uveso
    • RE: Do not add new colors - discussion

      well, i am red/green color blind and its already a nightmare with the existing colors.
      In case we change colors it would be nice to have barrier-free colors.

      I hope FAF also stands for accessibility!

      If someone is interested in what color blindness is or how colorblind people see colors:
      https://jfly.uni-koeln.de/color/ (english)

      posted in General Discussion
      UvesoU
      Uveso
    • RE: AI-Uveso (v112) - AI mod for FAForever

      Update 27.Apr.2022(v100)

      • New: ACU will now evade from nuke blast area
      • Fix: nukes fired after 35 minutes, not respecting option for gameender
      • Fix: excluded URL0401 (Exp. Mobile Rapid-Fire Artillery) from mobile platoons
      • Fix: fixed a bug in T4 Artillery platoon that was not building Seraphim T4 Nuke
      • Opt: decrease braveness of ACU in case an experimental or T3 units are detected
      • Opt: decrease braveness of ACU for enemy air units
      • Opt: increase detection range of pointdefenses by 10
      • Opt: increase threatweight for low tech enemy land units
      • Opt: changed targets for land experimentals
      posted in AI development
      UvesoU
      Uveso
    • RE: Cybran Acu upgrades

      This is the enhancement table:

              CoolingUpgrade = {
                  BuildCostEnergy = 24000,
                  BuildCostMass = 800,
                  BuildTime = 800,
                  Name = '<LOC enhancements_0081>Microwave Accelerator',
                  NewMaxRadius = 30,
                  NewRateOfFire = 2,
                  Slot = 'LCH',
              },
      

      actual these changes are done:

                  ('Molecular Ripper Cannon'):ChangeMaxRadius(30)
                  ('Molecular Ripper Cannon'):ChangeRateOfFire(2)
      
                  ('Heavy Microwave Laser'):ChangeMaxRadius(30)
                  ('Overcharge Cannon'):ChangeMaxRadius(30)
                  ('AutoOvercharge Cannon'):ChangeMaxRadius(30)
                  ('Nanite Torpedo'):ChangeMaxRadius(30)
      

      Only the Molecular Ripper Cannon gets a upgrade in rate of fire,
      all other weapons only have a bigger max range.

      posted in General Discussion
      UvesoU
      Uveso
    • RE: AI-Uveso (v112) - AI mod for FAForever

      Update 23.Aug.2023(v112)

      • Fix: fixed an error in unit upgrade function
      • Fix: added unit templates to upgrade support factories
      posted in AI development
      UvesoU
      Uveso
    • RE: I want to modify the existing Eco Overlay, where do I find it?

      @Valki

      This is the PR from Speed where he patched the UI Resize to the game:
      https://github.com/FAForever/fa/pull/2994

      Here you can easily see where the ui scales come from and how its used:

      This line gets the size value:
      https://github.com/FAForever/fa/pull/2994/files#diff-f09652486472504df9d483a2d6d1377cb1574b2a83db62c5c3a61a4d3cb0ec13R35

      and here we use the new size in a UI element:
      https://github.com/FAForever/fa/pull/2994/files#diff-f09652486472504df9d483a2d6d1377cb1574b2a83db62c5c3a61a4d3cb0ec13R86

      This way you should be able to patch your mod with UI scaling function.

      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: Adjust the build skirt of naval factories

      @giebmasse said in Adjust the build skirt of naval factories:

      Any "normal" player would maybe make the mistake once or twice

      Well, the AI ​​will make this mistake for every naval factory.

      We have this command to find a place where we want to build the next naval factory:
      FindPlaceToBuild('T1SeaFactory', 'ueb0103', BaseCenterPosition)
      and the engine search function just returns x,y,z.
      Space between buildings is only provided by the unit skirt size.

      So for the AI this would be the only way to get more space between naval factories.

      I have tried several things the last 6 years to make a better spacing between buildings, but found no solution.

      Actual i would really need this change for a better AI play.

      posted in Balance Discussion
      UvesoU
      Uveso
    • RE: AI-Uveso (v112) - AI mod for FAForever

      Update 20.Jan.2021(v89)

      • New: Added a compleatly new AI Ecomanager that can now also pause/disable mobile units. Including stealth, cloak and jammer.
      • New: New attack function "AttackHug". Units will move as close as possible to the target and execute suicide.
      • New: Sub AI "Overwhelm" will now increase the build and eco factor by 0.05 every minute. (starts after 20 min)
      • New: Sub AI "Overwhelm" is now using the more developed "Adaptive" attack plan.
      • New: Sub AI "Overwhelm" restriction for nuke launcher builder removed.
      • Fix: Changing the path calculation for c-engine to early was causing desyncs in replays.
      • Fix: Nuke function stopped working while targeting moving experiemtals.
      • Fix: Targeting function no longer accept targets under water for units above water and vice versa.
      • Fix: Tactical Missile defense does no longer try to attack underwater targets
      • Fix: Function GenerateSafePath will no longer return a empty path in case it's very close to start and end point.
      • Fix: Pathing for air units now cut the first and last 3 waypoints to get a better attack angle.
      • Fix: Added Buildcondition for navalexpansions to prevent unwanted naval factories in range of the main base.
      • Fix: Attack function is no longer microing units without a rear weapons (units were driven in a circle)
      • Fix: First Tech2 factory will now be build a bit later.
      • Fix: Removed debug names from attacking platoon units.
      • Fix: Units no longer get stucked after changing target priorities.
      • Opt: AI will now also check for a land path from expansions.
      • Opt: Platoon microing improved (smarter).
      • Opt: Paragon will be build earlier and with more assistees.
      • Opt: SACU teleport platoons now move to the target for better dead explosion damage usage.
      • Opt: GreaterThanEconIncomeFunction only returns true now if eco trend is positive; Even if a paragon is found.
      • Opt: Air experimentals now tend to move inside the base (stopped at defense before).
      • Opt: Changed WeaponTargetCategories fore some LAND experimentals platoons (now also attcking Optics structures).
      • Opt: Added scouts to some bomber and gunship platoons.
      • Opt: Changes some categories to support SCTA mod.
      • For AI devs: Buildcondition changed (LocationType added): { MIBC, 'CanPathToCurrentEnemy', { false, 'LocationType' } },
      • For AI devs: Function changed (new args): AIFindNearestCategoryTargetInCloseRange(platoon, aiBrain, squad, [...])
      posted in AI development
      UvesoU
      Uveso
    • RE: Looking For help with mod

      @Zukko

      local OldModBlueprintsFunction = ModBlueprints
      function ModBlueprints(all_blueprints)
          OldModBlueprintsFunction(all_blueprints)
          -- loop over all blueprints
          for id,bp in all_blueprints.Unit do
              -- get the tech level / mass scale for this unit
              local CostMassScale = 0
              if bp.CategoriesHash.TECH1 then
                  CostMassScale = 0.4
              elseif bp.CategoriesHash.TECH2 then
                  CostMassScale = 0.6
              elseif bp.CategoriesHash.TECH3 then
                  CostMassScale = 0.8
              elseif bp.CategoriesHash.EXPERIMENTAL then
                  CostMassScale = 1.0
              end
              -- check if we have an Economy table with BuildCostMass
              if bp.Economy.BuildCostMass then
                  LOG("Changing BuildCostMass for unit ["..id.."] from "..(bp.Economy.BuildCostMass).." to "..(bp.Economy.BuildCostMass * CostMassScale).."")
                  bp.Economy.BuildCostMass = bp.Economy.BuildCostMass * CostMassScale
              end
              -- check if we have an Enhancements table
              if bp.Enhancements then
                  -- loop over all table entries and check for mass cost
                  for index, enhancement in bp.Enhancements do
                      -- doe the enhancment has BuildCostMass ?
                      if enhancement.BuildCostMass then 
                          LOG("Changing BuildCostMass for enhancement on unit ["..id.."] from "..(enhancement.BuildCostMass).." to "..(bp.Enhancements[index].BuildCostMass * CostMassScale).."")
                          bp.Enhancements[index].BuildCostMass = bp.Enhancements[index].BuildCostMass * CostMassScale
                      end
                  end
              end
          end
      end
      
      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: Show CPU model ID in lobbies

      This was the last issue on github about cpu benchmark:
      https://github.com/FAForever/fa/issues/2434

      Please read my comment:
      https://github.com/FAForever/fa/issues/2434#issuecomment-385811821

      This could explain why a CPU benchmark is useless in any cases
      We should test memory speed.

      posted in Suggestions
      UvesoU
      Uveso
    • RE: AIs in ladder

      @blackyps said in AIs in ladder:

      The AI absolutely must be not cheating or we teach horrible misconceptions to new players how many units they can reasonably expect after a short time.

      A cheating AI means, it has a higher mass energy output from recources and a higher build rate. And there is the Omni View option that removes the fog of war for the AI.

      If you turn the cheat/buildfactor to 1.0 and switch Omni view off, then you have a non cheating AI even if you choose AIx.

      We (all other AI developers) don't use any code to get data that a normal player can't access. So the AI can only see what a normal player can see, and its not using any other glitch/cheat.
      It follows all non cheat rules that we have on FAF.

      (Also all AIs are uploaded to Git Hub and you can view & check the code any time)

      posted in General Discussion
      UvesoU
      Uveso
    • RE: AI Development Guide and M27AI v74 Devlog

      I am stunned.

      Really good work, maudlin27!

      posted in AI development
      UvesoU
      Uveso