- Supreme Commander Forged Alliance Mods Ai
- Supreme Commander Forged Alliance Mods Steam
- Supreme Commander Forged Alliance Mod Manager
I've finally caved and am checking out some Supreme Commander mods! These are from the Supreme Commander Forged Alliance Forever website, and I've been able. An 'all-in-one pack' of new, updated, and improved 'uionly' Mods for Supreme Commander Forged Alliance.
Uveso's AI Modfor Supreme Commander: Forged Alliance Forever v1.5.3697+
This mod supports Nomads.
AI-Uveso <only for FAF> v87
http://faforever.uveso.de/AI-Uveso-Mod-v87.zip
DownloadSize: 205 KB, Unpacked: 1.43 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 GamesGas Powered gamesSupreme Commander Forged AllianceMods'
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 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.
![Forged Forged](/uploads/1/1/8/1/118154878/396004583.jpg)
- 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 15.Jul.2020(v87)
- New: AI works now with No-Rush game mode.
- New: A new Priority manager is now changing priorities on build platoons
- Opt: Reworked naval factory and unit builder. Should now build way more naval units.
Update 21.May.2020(v86)
- Fix: The debugoption for platoonnames was spaming a debugmesage every AI-ExecutePlan() cycle
Update 19.May.2020(v85)
![Supreme commander forged alliance mods steam Supreme commander forged alliance mods steam](/uploads/1/1/8/1/118154878/714112790.jpg)
- Fix: Added placeholder for nomads SACU categories in case the nomads mod is not activated
- Opt: Changed mass extractor upgrade logic for agressive upgrades
For older changes see:
[...]ModsAI-UvesoChangelog.txt
AI Development Discord Server (AI-Swarm / AI-Uveso / RNGAI / DilliAI)
https://discord.gg/ChRfhB3
Welcome! This page provides you with a summary of the faction, as well as other information such as where to play it, where to make suggestions, and what you can help the project with!
If you would like to know more, join the discord server to chat with us and see all the secrets of how we make the mod:
Nomads discord server: https://discord.gg/eV3wmAX
Contents
Faction Overview
The Nomads are a lost civilization in deep space, diversified in their respective fleets and cultures, and united together as a confederation. In the mod, they are added as a fully-fledged fifth faction, with unique units, strategies, and even custom taunts!
Nomads Units
Land Units
Air units
Naval Units
Structures
Experimental Units
How to play the mod
The Nomads campaign
Nomads features a full-length campaign that is currently under development, with some of the missions already available to play! It contains custom maps, voice acting, and its own story line!
The story is designed to tie into the events surrounding Black Sun, where the Nomads fight their own shadow war during the Infinite War. You follow the journey of Scout Fleet 012, which played a pivotal role in the Nomads’ side of the galaxy-spanning conflict.
Bear witness to unlikely alliances, betrayals, and more as you embark on a journey through the Nomads’ universe, at the most important time in the factions history.
Be sure to check the instructions at the end to enable FAF client integration
Nomads Unit Database
Thanks to the hard work of Spooky, Nomads is supported in his database.
Also, you can set it to show up in the FAF client!
What the project needs your help with
We are currently looking for almost every job imaginable, but in particular:
Supreme Commander Forged Alliance Mods Ai
- Map Makers (the campaign missions)
- Texture artists (unit creation, and graphical content)
- 3D modellers – any software
- LUA coders (unit creation, and code maintenance)
- Sound designers
- Voice Actors
- Game testers for the campaigns and mod
Supreme Commander Forged Alliance Mods Steam
If any of those sound like you, or you simply want to know more, join our discord server here: