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duncane
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Posted: 13 Mar, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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I just downloaded it and checked it and it says 2.5.3. Try downloading again.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Nothingness
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Posted: 13 Mar, 2009
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Joined: 03 Nov, 2008 Posts: 72
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duncane wrote: Also I have added a "Fortress AI" based on the turtle AI that focuses only on base defenses and doesnt send attack platoons. Should be useful for those that like to assault bases 
Extremely sweet! Sounds like I have a new AI teammate! 
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duncane
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Posted: 13 Mar, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Fortress Ai still needs a bit of work, but I should get some time to work on it later today.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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duncane
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Posted: 14 Mar, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Fortress AI has been updated in the AI pack...
Also update the AI fix pack as it includes a fix to stop the turtle and fortress AI using the ACU on the frontline.
Also I found a minor bug that meant the AI was producing land units when it shouldnt. This should fix the issue with the Naval AI.
I didnt increment the version number for this as its so small a change....
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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duncane
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Posted: 14 Mar, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Version 2.5.4 released
To avoid confusion I have released a new AI patch version.
Changes are:
- Includes updated Fortress AI
- Fix for land unit production for Naval AI.
- Improved defenses and shields for Turtle AI
- TML use increased.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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bitplane
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Posted: 15 Mar, 2009
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Joined: 21 Apr, 2008 Posts: 6 Location: groningen
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good work
duncane wrote: - TML use increased.
oh the noes  that's gonna be though.. sorian also seems to like a lot of TML's which, as we repeatedly noticed, is hard to defend against
gonna check it out right now..
.. if i die, i'm gonna sue you 
_________________ to bitplane or not to bitplane
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Nothingness
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Posted: 15 Mar, 2009
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Joined: 03 Nov, 2008 Posts: 72
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Played it last night, was good good! One thing I might suggest, on island maps it would be neat to see it add more torpedo launchers around its island. Kill units that drive/walk under water before they can reach its shores and help deal with ships.
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/Zob
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Posted: 17 Mar, 2009
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Joined: 08 Feb, 2009 Posts: 106 Location: Australia
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You have made me a happy man
But i cant find the folder im spose to extract the file into. You have said:
"To install, download the file, unzip and place the *.scd files in your FA gamedata folder"
I cant find the FA gamedata folder. Im using vista.
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Agent: "What you talking fool?"
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duncane
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Posted: 17 Mar, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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If you have a default install it will be:
C:\Program Files\THQ\Gas Powered Games\Supreme Commander - Forged Alliance\gamedata
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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/Zob
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Posted: 17 Mar, 2009
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Joined: 08 Feb, 2009 Posts: 106 Location: Australia
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duncane wrote: If you have a default install it will be:
C:\Program Files\THQ\Gas Powered Games\Supreme Commander - Forged Alliance\gamedata
Ty but ive found it. Ill be serious with you, im not the best PC nerd so i was like "were the **** is this file??!??!!". lol, but in the end I found it (from the help of a friend on msn).
So, for the sake on nooby nerds could you please be a little me specific when directing were to place files? For the next noob that comes along 
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Agent: "What you talking fool?"
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duncane
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Posted: 17 Mar, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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I have added it to the first post 
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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fluffa
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Posted: 19 Mar, 2009
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Joined: 02 Jan, 2008 Posts: 115
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Hi duncane
I dont know if this is by design or a bug but when I used your lastest AI when ever a engineer/ACU places a blueprint to build something, The unit moves to the area to start building it. However before it starts to build it it travels over the top of the blueprint then stops then moves off to the side and then starts to build???. Very strange! The side effect of this being that your AI takes alot longer to build anything.
It was with ALX TECH
Factions ALL
Map Forest Iris
Thanks
Fluff
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duncane
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Posted: 20 Mar, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Hmmmm that may be caused be recent changes I made to fix the engineer repairing enemy structures. I will look at it again.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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duncane
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Posted: 24 Mar, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Version 2.5.5 released
- Fixes the engineer moving over the build spot bug
- Improved bomber response to experimentals
- Fixes issues with Fortress AI attacking with T3 bombers.
Minor release to fix the bugs people have raised 
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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Dragon Fly
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Posted: 25 Mar, 2009
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Joined: 21 Feb, 2007 Posts: 559
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Hi Duncane,
Would it be possible to place a higher priority on naval units, to be built at a naval factory, rather than having it build engies first.
I have been watching and playing games, and that seems odd that instead of building subs and ships first, it always builds an engineer.
To me that is a weak point in the AIs game, since you can destroy the naval factory after it is built, because it doesn't build the units that can defend it first. An engineer can always be built later, or by another factory first.
Dragon Fly 
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duncane
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Posted: 25 Mar, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Dragon Fly wrote: Would it be possible to place a higher priority on naval units, to be built at a naval factory, rather than having it build engies first.
Thats a great idea. I will add it ASAP and try to give naval some more love 
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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truff63
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Posted: 28 Mar, 2009
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Joined: 26 Jan, 2009 Posts: 55
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I tried to play a 1v1 on one of the new GPGNet maps "Center ACU 1st Arena V2.v0001" and found something interesting.
After arriving on the map the Normal AI proceeded to start half building a factory, then half built some power, then half built a couple other things. After not finishing anything, it proceeded to walk away and hide, not starting again; just walked around in a very small area until I killed it.
This is a tight map, one of the commander battle maps so, I thought it might upset the ai but, didn't expect it to: 1. half build anything, 2. walk away and give up so early by not building anything else. Just thought you might want to take a look.
Thanks for all the hard work Duncane!!! Between you and Sorian you have kept SCFA alive and enjoyable long past its expiration date. 
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truff63
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Posted: 28 Mar, 2009
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Joined: 26 Jan, 2009 Posts: 55
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sorry, but misspoke in previous post. the Normal AI didn't run away, it simply half built many buildings and then stood its ground until it died. the Sorian AI did finish building some things, then gave up and moved away and ran in circles without building anything else.
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BulletMagnet
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Posted: 28 Mar, 2009
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Joined: 05 Oct, 2007 Posts: 16449 Location: camping near the biggest power-up
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i saw this too the other day; granted that i was sandboxing something up and put in the wrong AI within eye-shot of my ACU.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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duncane
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Posted: 28 Mar, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Hmmm I havent looked at that map... Maybe to do with the commanders starting REALLY close to each other?
Also was it just the Normal AI? Did you try the rush AI?
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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BulletMagnet
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Posted: 28 Mar, 2009
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Joined: 05 Oct, 2007 Posts: 16449 Location: camping near the biggest power-up
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i believe i had the Adaptive AIx on (so yeah, who know what one it was specifically).
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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duncane
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Posted: 28 Mar, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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BulletMagnet wrote: i believe i had the Adaptive AIx on (so yeah, who know what one it was specifically).
Do you remember the map?
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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BulletMagnet
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Posted: 28 Mar, 2009
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Joined: 05 Oct, 2007 Posts: 16449 Location: camping near the biggest power-up
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it was a custom map called Shade, there's a pair of spawns that are close to each other at either end of the map; that's where the AIs went bonkers.
it also happens to be lacking FA markers (if that happens to be important).
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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duncane
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Posted: 01 Apr, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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Version 2.5.6 released
- Improvements to Naval AI; I have changed the NavalForceAI platoon AI and I think it could make a hugh difference to the AIs use of Naval units. Also the improvement to make Naval units before engineers at Naval bases is a big help too (Dragon Fly's suggestion)
- Improvements to Fortress AI (see relevant thread: http://forums.gaspowered.com/viewtopic.php?t=35037)
I havent looked at the close base start issue in depth, but I think the Rush AI should already handle this. So try selecting Rush instead of Adaptive on those maps.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
Last edited by duncane on 01 Apr, 2009, edited 1 time in total.
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duncane
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Posted: 01 Apr, 2009
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Joined: 01 Mar, 2007 Posts: 1999 Location: Perth, Western Australia
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This is no April fool and neither am I ;-P
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays, Mass Extractor Balance.
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