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 PostPosted: 18 Nov, 2007 
 
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Sorian AI Mod for Supreme Commander: Forged Alliance
Current Version: 2.1.2 (11-26-11)

WARNING: This mod no longer supports the AI Support Mod or the Handicap Mod. Both of these mods are deprecated and have been replaced by the Lobby Enhancement Mod.

FA Version Compatibility:
1.5.3596: Compatible
1.5.3598: Compatible
1.5.3599: Compatible
Steam: Compatible

1.5.3603 beta: Compatible

If you are looking for the AI Mod for Vanilla Supreme Commander it is here: viewtopic.php?t=2866

If you would like to donate please click the button.
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Please Note: Since this mod cannot yet be made Mod Manager compatible it will always be on. If you would like to play with people who are not using the mod or watch replays where the mod was not being used you must either remove the included .scd files or change their file extension to something like: .dontuse

This AI requires the Lobby Enhancement Mod, which is included with the download.

This mod is fully compatible with Cheating AI Adjustment Options and Duncane's AI Patch Mod, which are both recommended downloads.

If you would like to add AI support for your Unit Mod, please read [GUIDE] How to add AI support for your Unit Mod

This mod introduces 4 new AIs complete with new features, new behaviors, and many bug fixes.

Feature Highlights:
The AI will recognize and react to certain ally chat commands. More details below.
The AI will notify allies of who the AI's primary target is.
The AI will notify allies about when and where the AI is firing nukes through chat and a map ping.
The AI will respond to enemy T4 threats.
The AI will upgrade its commander.
Improved Sim speed over the retail Forged Alliance AI.
Many of the bugs and typos in the retail Forged Alliance AI have been fixed.
Improved econ and build orders.
The AI will refrain (as much as possible) from shooting into cliffs.
The AI will taunt enemies.
The AI will recognize and react to ally pings (F5, F6, and F7). More details below.
The AI will group its T4 units.
The AI will go nuts when it has a Paragon.
The AI now features a Strategy Manager.
There is now a support system for custom units.
The AI will now gather and react to Intel.


Main Site: http://code.google.com/p/sorian-ai-mod/

The AIs

Sorian: Kind of like the Balanced AI in SC. Good for 20x20+ maps (and sometimes 10x10)

Sorian Rush: Just like it sounds, a rush AI. Good for small maps like 5x5 or 10x10.

Sorian Air: An AI that focuses a lot more on Air.

Sorian Water: An AI that focuses on Air and Water.

Sorian Turtle: An AI that forgoes early offensive units to build defenses and tech faster.

Sorian Adaptive: Picks one of the Sorian AIs based on the map and allows it to choose expansion bases based on several factors.

AI = Regular AI

AIx = Cheating AI

How to leave feedback

To leave feedback about the AI (especially if you are reporting a bug or odd behavior) please include the following information:
  • Which AI (Sorian, Rush, Air, Water, or Turtle).
  • Which version of the AI.
  • What map. If it is a custom map, please note what size the map is and what type (Land or Island or Mix).
  • Game settings (FFA or teams, how many players, races, etc)
  • As much information about the bug as possible.

To Install

If you use the Installer

Download the installer and double click it, it will guide you through the rest.

If you use the Zip file

Simply download the zip file and extract the included .scd files to your \THQ\Gas Powered Games\Supreme Commander - Forged Alliance\gamedata directory.

To Uninstall

If you use the Installer

Open the control panel and choose Add/Remove Programs. Find the entry for "Sorian AI Mod" and remove.

If you use the Zip file

Simply remove the included .scd files from your \THQ\Gas Powered Games\Supreme Commander - Forged Alliance\gamedata directory.

Chat Features

This AI includes chat features that allows the AI to communicate with allies and allows you to communicate with it.

Currently supported commands:

"target <name or 'at will'>" - (without the <>) Tells the AI to target whomever you specify.

"focus <strategy>" - (without the <>) Tells the AI to focus on a particular tactic. Supports: "rush arty", "rush nuke", and "air".

"command" - AI returns a list of available commands.

Map Pings

This AI will recognize and react to allied map pings.

Currently supported commands:

Alert (F5 - Yellow): The AI will repond with nearby units to the ping.
Move (F6 - Blue): The AI will attempt to build a defense point or firebase here.
Attack (F7 - Red): The AI will target units in the ping area with all Artillery and TMLs in range for the next 5 minutes.

Release Notes

http://code.google.com/p/sorian-ai-mod/ ... leaseNotes

Downloads

Steam:
Zip Version: http://sorian-ai-mod.googlecode.com/files/sorian_ai_pack_2.1.2.zip

Exe version: http://sorian-ai-mod.googlecode.com/files/Sorian_AI_Mod_2.1.2.exe

Other:
Zip Version: http://sorian-ai-mod.googlecode.com/files/sorian_ai_pack_2.1.1.zip

Exe version: http://sorian-ai-mod.googlecode.com/files/Sorian_AI_Mod_2.1.1.exe

Thanks

I would like to say thanks to the following supporters of this mod;
Duncane
Aralez
Scathis
O
Squidbot
Goom
ArchAngel
Daforce
and the rest of the people who have left feedback and made the suggestions that has helped this AI grow. I am sure I am missing a lot of you.

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Last edited by sorian on 04 Dec, 2011, edited 165 times in total.

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 PostPosted: 18 Nov, 2007 
 
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Woohoo! First reply...

Awesome Sorian! and before the end of the month!

Will try it out tonight and give feedback


(if I can pull myself away from Portal)

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 PostPosted: 18 Nov, 2007 
 
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You read the 'beta' part right?

Don't expect too much yet. I mainly posted it because I got transports working.

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 PostPosted: 18 Nov, 2007 
 
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No problem abt beta. If it doesn't work, I'll get a new PC...

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 PostPosted: 19 Nov, 2007 
 
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Hey Sorian,

Just played Vasudeva: Sorian on Blasted Rock. Beat him him in about 7mins. He built 3 factories then stood for about 2-3mins in his base doing nothing while I used a mix of Cybran light gunships, bombers and a small landforce of mantis, mobile arty and LABS to take him out, largely unimpeded. He stood still while taking fire.

Also I felt the AI wasted too much time and resources trying to take out the centre section when he could have better spent it harrassing me. The point defense in the centre destroyed a lot of units. The centre section isn't a high priority area now that that the hydrocarbon deposit is removed, and for the benefit of getting 4 mex points, the costs were quite high, and didn't pay off at all. Perhaps by T2 it would be good to try and take out the cente.

Also, the initial build order included 3 scouts which all followed the same path, the northern route, and all got blown up at the same area, while the southern route was unexplored. Engies went both North and South, but didn't make it to the top and bottom mass areas.

Also, the two air factories seemed a bit confused over what units to produce, firstly one air factory was making engies while the other made air scouts, then the other started making inty/bombers while the other one switched to engies. maybe it was responding to intel on my units...?

Finally, in the first few seconds, building the Pgens and first factory, the ACU seemed to trip up over his own units, trying to walk between adjacent pgens, turning back, and changing his mind where to go.


can send a replay if it helps.

EDIT: Played again, same map, but let it drag on a bit. Another problem is that the AI doesn't appear to reclaim rocks or trees nearby. I had control of all mass points, and the AI had 2 broken factories and was walking around on a patrol, and the ACU kept walking right past a large rock. Early game reclaiming rocks and trees is really important if you haven't grabbed mass points or teched up to get fabs.


cheers,
Astro.

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Last edited by Astroman on 19 Nov, 2007, edited 1 time in total.

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 PostPosted: 19 Nov, 2007 
 

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Hey Sorian,

Before I start to try and beat the crap out of your new AI (I hope I can, heh) I decided to put it up against the standard Adaptive AI on 5x5, 10x10 and lastly 20x20 to have a look at how it measures up.

I guess there should be no doubt it beat it on every map and quite convincingly, so that was good! The Sorian seems to like to agressively build experimentals, scary stuff I'd have to say, saw it build a ML, Soul Ripper and Scathis at the same time.

I saw three strange things though, two of which may be related to one an other, they might also not be a Sorian AI related bug, but you may be able to find it and fix it. The third bug looked like a Sorian bug, where if it is Cybran it won't stealth its T3 bombers nor ASF (it also never seemed to cloak its T1 scout). Now that I think of it, it may also be a stock AI bug.

The other problem is that the AIs, Sorian and the stock AI, sometimes start a project and then decide to ditch it half way, just letting half of it rot. I saw the Adaptive Seraphim start its experimental bomber and then letting it go unassisted after a few % of it was built. Later it was building some energy storages which it also failed to finish, it built one half way, then stopped and went to the next in line, which it also did not finish, etc.
The Sorian also started construction on 3 strategic launchers , unfortunatly it kept abandoning the one it started building first in favor of the next one.

The last thing I saw, was the Sorian commander kept assisting the building of a T3 power gen, then quit it a second later, and then started assisting again. So that may be related to the other bug.


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 PostPosted: 19 Nov, 2007 
 
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The Sorian AI is far from done, but thanks for the feedback. I think the commander behaviors are next on the list along with a bug fix for the engies abandoning their buildings.

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 PostPosted: 19 Nov, 2007 
 

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Astroman wrote:
Also I felt the AI wasted too much time and resources trying to take out the centre section when he could have better spent it harrassing me. The point defense in the centre destroyed a lot of units. The centre section isn't a high priority area now that that the hydrocarbon deposit is removed, and for the benefit of getting 4 mex points, the costs were quite high, and didn't pay off at all. Perhaps by T2 it would be good to try and take out the cente..


Are those neutrals you are talking about? ( i haven't played that map).
When playing the AI (any of them) its best to turn those off so that the AI doesn't see them as a threat and will then only concentrate on it's opponents.


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 PostPosted: 19 Nov, 2007 
 
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yeah they are neutrals. I left them on as that is how they appear in ranked.

I'll try it with turning them off. But anyway, the SC Sorian handled the centre very well, (and me with it...:-) )

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I have also noticed that the AI will start with 2 power and then a land factory. Wouldn't it be best if it started with the land factory instead?


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 PostPosted: 19 Nov, 2007 
 
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I'll try that build order.

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 PostPosted: 19 Nov, 2007 
 
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FrantzX wrote:
I have also noticed that the AI will start with 2 power and then a land factory. Wouldn't it be best if it started with the land factory instead?


Why would this be so important?

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 PostPosted: 19 Nov, 2007 
 
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Quote:
Why would this be so important?


Earlier engineers? The problem is doing that is going to have to cost you somewhere, I would think.

Next beta is out.

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 PostPosted: 20 Nov, 2007 
 
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And so it begins!

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Sorian's AIs:
http://forums.gaspowered.com/viewtopic.php?t=22908
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 PostPosted: 20 Nov, 2007 
 
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sorian wrote:
Quote:
Why would this be so important?


Earlier engineers? The problem is doing that is going to have to cost you somewhere, I would think.


Actually, no it doesn't cost you. He's right.

On Blasted Rock using Cybran, in SupCom, building a factory first, then either PPM or MPP, I hit energy deficit at 1.00min and first engy rolls out at 1:21 - 1:26, but in FA, factory first then either PPM or MPP (doesn't matter), first engy rolls out at 0:58, without hitting the energy or mass deficit.

In SC, the most efficient build order (for me) is PFMP, I have an engy rolling out at 1:15, despite hitting energy deficit at 1:10, whereas in FA the engy rolls out at 1:11.

The popular build order in SC of PPMF or MPPF has an engy rolling out at 1:29-1:30 in both SC and FA, which more than 0:30secs slower than factory first then either MPP or PPM in FA.

For first 1 and half minutes, that represents a 30% difference in build time, which is not insignificant.

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 PostPosted: 20 Nov, 2007 
 

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I'm curious, why don't folks start with pre-built bases in skirmishes? Or online play for that matter too. It saves you a min or two of boring waiting. If you want an Air fact (as you start with land), just build one.
I'm assuming this AI will deal with pre-built bases fine?


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 PostPosted: 20 Nov, 2007 
 
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Sorian its good to know that you are making FA better...

Well Sorian I tested your AI lastnight... This is what I found out... I know this is beta and you are just starting...

Problem:
Commander did not retreat to safety he was fighting but just died trying to defend his base instead of letting the base defence do its job...

Transports where picking up units moving them to another location of its own base and droping them... Not once did it try to head towards the enemies base...


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 PostPosted: 20 Nov, 2007 
 
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Was this with 0.2?

I'll try to take a look today.

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 PostPosted: 20 Nov, 2007 
 
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Sorry about that... yes with v0.2... One thing that I do like about FA is that the actual units actually react to one another... with SC it was like they where blind and didnt actually see each other... only fired apond each other when they where passing each other by...


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 PostPosted: 20 Nov, 2007 
 
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Great Ai. But i can see that the Ai has a problem with the land expermintalts, they just "sit" in the base and do nothing. (like the orginal FA Ai)

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 PostPosted: 20 Nov, 2007 
 
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Quote:
Great Ai. But i can see that the Ai has a problem with the land expermintalts, they just "sit" in the base and do nothing. (like the orginal FA Ai)


I haven't seen this behavior, but my tests have all been with SallyShears on so far.

So far for 0.3 I have the commander behavior fixed (and improved from SC). Initial build order is improved. I'll take a look at the experimentals later on today and probably have 0.3 out later tonight.

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 PostPosted: 20 Nov, 2007 
 
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Sorian some times the AI experimentals just sit there and do nothing... Same goes with the units some times they will just sit there and do nothing also... So I have seen that also my self...


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 PostPosted: 20 Nov, 2007 
 
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ill give this a whirl soon, i loved your vanilla ais, and i think once you release yours it will be even better

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 PostPosted: 20 Nov, 2007 
 

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Yeah, I have seen the experimentals just 'sit' in the base many times as well. Changing this would be a huge improvement.


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 PostPosted: 20 Nov, 2007 
 
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Okay I got my copy of FA yesterday. Last night I played half a dozen or so games against the stock AI (Turtle, Rush, Tech and Adaptive) and one game against Sorian 0.2. All on 5km and 10km land maps, so they were all small short games that didn’t quite reach T4. I didn’t use any cheating AI's at this point.

Even though I was playing FA for the first time and was mostly stuffing around with the new interface, units and balance I still easily beat the AI's. Maybe this is because of my play style - lots of T1 spam - which FA seems to be geared to.

Having said that I didn’t really notice the AI doing anything *really* stupid. Base layout and building seemed okay. Unit production seemed good, but could have been quicker I guess. The AI commander did stand around a couple of times and tried to build while it was getting shot to pieces. Also the AI seems quite partial to firebases, not that’s necessarily a bad thing. I didn’t experience the transport issues others have mentioned but then I was playing on land maps. AI attack force pathing seemed okay. The AI may be teching to T2 a bit quickly and could possible try for more T1 facs first, but I need a more games to access that.

The Sorian 0.2 did better, mostly due to the addition of the improved commander behaviors I think.

Also Sorian, I'm still playing around with my build order, but it seems that T1 land facs (and T1 facs in general) are much cheaper to build so putting one down straight away and then following up with power is viable. It gets engineers out much quicker, say about 20 seconds which in early game is a big deal.

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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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