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|Sorian AI (1.9.7) - Readme |
| Readme File: |
Sorian AI Mod for Supreme Commander: Forged Alliance
Current Version: 1.9.7 (3-22-09)
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 Both of these mods are deprecated and have been replaced by the Lobby Enhancement Mod.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:
If you are looking for the AI Mod for Vanilla Supreme Commander it is here: http://forums.gaspowered.com/viewtopic.php?t=2866
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 http://forums.gaspowered.com/viewtopic.php?t=33944 Lobby Enhancement Mod, which is included with the download.
This mod is fully compatible with http://forums.gaspowered.com/viewtopic.php?t=22742 Cheating AI Adjustment Options and http://forums.gaspowered.com/viewtopic.php?t=23929 Duncane's AI Patch Mod, which are both recommended downloads.
If you would like to add AI support for your Unit Mod, please read http://forums.gaspowered.com/viewtopic.php?t=30446 [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.
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.[/color]
Main Site: http://code.google.com/p/sorian-ai-mod/
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
If you use the Installer
Download the installer and double click it, it will guide you through the rest.
If you use the Installer
Open the control panel and choose Add/Remove Programs. Find the entry for "Sorian AI Mod" and remove.
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.
This AI will recognize and react to allied map pings.
Currently supported commands:
Alert (F5 - [color=yellow]Yellow[/color]): The AI will repond with nearby units to the ping.
Move (F6 - [color=blue]Blue[/color]): The AI will attempt to build a defense point or firebase here.
Attack (F7 - [color=red]Red[/color]): The AI will target units in the ping area with all Artillery and TMLs in range for the next 5 minutes.
1.9.7: ACU should keep moving when attacking early, AI should have fighters out earlier when needed, Water AI should build more naval defenses, AI will make sure mass value of a Nuke target is greater then the mass value of the Nukes, UEF satellites should now go for unprotected targets again, Opened up the ability of the Rush AI to use T3 Arty, AI should build fewer Anti-Nukes unless the enemy has nukes, Includes LEM 4.3.
1.9.6: Misc. tweaks.
1.9.5: Air units should no longer land.
1.9.4: AI should use its air superiority better, AI will stop building T1 sooner, The AI will use more ASFs, AI should stop sending its fighters into situations where they will die unnecessarily, Adjusted the excess mass strategy, Fixed a bug with the Gun Upgrade strategy, Includes LEM 4.2.
1.9.3: Rush AI will not always use the gun upgrade, Fix for stuck T4s, Fix for stuck land units, Fix for game freeze after 5 min when T2 or T3 disabled, Some path calculation fixes, Misc fixes and improvements, Includes LEM 3.9d.
1.9.2: The AI should do a better job of not wasting mass, AI should do a better job of spotting an open ACU, Adjusted ACU behaviors, Misc bug fixes and stuff, Includes LEM 3.9.
1.9.1: Rush AI should build more T3 AA, Fixed GatherUnits script to keep units from getting stuck inside the AIs base, Adjusted ACU behaviors, Includes LEM 3.8.
1.9.0b: Fix for simcallback issue.
1.9.0: Adjusted ACU behaviors, Fix for stuck units at unit cap, Fix for stuck units in the GuardExperimental behavior, Fix for Rush AI not being able to tech to T3, Includes LEM 3.4.
1.8.9: Re-tuned Anti-Turtle, AI should raid more later into the game, AI will build T4s on maps without markers, Fixed ACU early game behavior on maps without markers, Includes LEM 2.1.
1.8.8: AI will upgrade factories in a more balanced matter, ACU should be a little more cautious, Includes LEM 2.0b.
1.8.7d: Re-tuned anti-turtle measures.
1.8.7c: AI will now upgrade mexes to prevent wasting mass, ACUs should now behave better, Includes LEM 1.9.
1.8.7b: Bombers adjusted a bit, Land T4s should now attack the ACU instead of trying to stomp it, Includes Lobby Enhancement Mod 1.2.
1.8.7: More Econ adjustments, Assist platoons will now pay attention to their max range, Land T4s should now attack the ACU, not try and stomp it to death, Land T4s should spread out more in formations, Includes Lobby Enhancement Mod 1.1.
1.8.6: Econ adjustments, Some performance improvements (I hope), Added Lobby Enhancement Mod 1.0.
1.8.5b: Altered ACU assisting requirements.
1.8.5: AI platoons should pass by ally bases, ACU should upgrade a bit earlier, T3 arty should not get stuck, ACU should move around and assist more, Harbs will no longer assist Land T4s, Improved fighter behaviors a bit, AI should build more fighters and faster, Lobby Enhancement Mod 0.3 Included.
1.8.4: Fixed major bug in strategy manager, AI should get rid of enemy walls, Added support for AI Support Mod 0.5 (included), AI should hold some fighters back for base defense, AI should stop land assaults when the enemy has too much defense, AI will use larger land groups as the game goes on.
1.8.3c: Updated to work with AI Support Mod v0.3.
1.8.3b: Water AI will use some land units, Amphibious units should not get stuck in water anymore, Added support for new AI Support Mod (included in download).
1.8.3: Czar behavior should be fixed, Worked on the Water AI a bit.
1.8.2b: Altered TML targeting, Rush AI build order changed, ACU should push forward better, Land T4 bug should be fixed, Fixed stuck engineer bug (I hope), You should no longer get a cheat message when asking the AI for an engie.
1.8.2: Changed the Nuke code a bit, Amphibious units should get stuck less, T4s should attack the ACU rather than walk on it, New strat to stop Nuke production if the AI gets too far behind, AI should, hopefully, not be able to upgrade mexes to tech 3 if the host disables tech 3, Misc. bug fixes.
1.8.1: Balance changes based on feedback.
1.8.0: AIs default response to a pm will be to give a list of available commands, Improved Island map detection, T4 pathing is back, AI will default to building T4s on maps without markers, Fiddled with pathing some more.
1.7.9c: Fixed another bug.
1.7.9b: Fixed small bug.
1.7.9: Added some new strategies, Added shield upgraders to expansions, AI will build some more engineering stations, Added a command to make AI give an engineer to an ally, Added a command to have an AI tell you the available commands, Disabled T4 pathing.
1.7.8: Fixed bug in Anti-Nuke building, AI fighters should avoid AA more, Players can now give AI allies strategies to focus on.
1.7.7: Fixed ACU Attack function, New advanced strategy, Fixed and improved nuke launching function, Some bug fixes, AI will still go after Mexes when using an Air Strategy.
1.7.6b: Added support for my Handicap Mod.
1.7.6: TMLs will now go after pgens, Altered ACU behavior a bit, Changed the way Scathi are built, Removed some unnecessary files.
1.7.5b: Fixed a Land T4 bug.
1.7.5: Land T4s (except for the FB) will use move when they get close to their target, Fixed TML Leading function, Finished comments in sorianutilities.lua.
1.7.4b: Added support for TML randomization.
1.7.4: Improved TML targeting function, Fixed Rush AI stall.
1.7.3d: Anti-Nukes are no longer a requirement for Arty, Nukes, or T3 Firebases, AI should use more engineers to rush build an Anti-Nuke if needed, AI should use intys like before, Hopefully fixed Rush stall.
1.7.3c: AI will continue to build T1 units a bit longer, Fixed more factory upgrading weirdness.
1.7.3b: Fixed some factory upgrading weirdness, Fixed some Land Unit build restrictions.
1.7.3: Rush AI engies should build early power better, AI should use Land T4s more on small maps and less on larger maps, Fixed bug with many of the strategies.
1.7.2: Rush AI should use the ACU better, Added some platoons to help the AI rebuild factories if the ACU dies, Nukes and Arty are back on 10x10 maps, Game Time related build conditions now adjusted based on cheat factor.
1.7.1b: Added support for Strategy Activation and Deactivation functions, Added the unit grouping code back in.
1.7.1: Revamped Strategy Platoons, More misc changes.
1.7.0: New threat response platoons, Strategy Manager revamped, Map size check will look at both height and width, Other misc changes.
1.6.9b: AI should spread T3 engineer building out a bit, T4s should have less abrupt behavior, AI should stop building T1 land sooner, Misc econ changes.
1.6.9: More late game build power, More T4s and less Arty on smaller maps, Lower requirements for the cheaper ACU upgrades, Engineers that get stuck trying to build something somewhere they can't should reset themselves.
1.6.8: AI should use more engineers for big projects, AI should use T2 a bit more.
1.6.7b: AI should have better late game build power, AI should tech up all of its mexes to T3, Minor bug fixes and cleanup.
1.6.7: Pathing T4s, Added Unit Cap T4 platoons, UEF Satellite should try to attack HARMS less often, Added Artillery Intel and handler, Did some much needed cleanup, Minor econ tweaks.
1.6.6: Intel should be more accurate whenever possible, Reduced load for intel, Sped up teching.
1.6.5: Added No Rush restrictions to expansion and defensive points, Better reclaiming and more late game reclaiming, Added table cleanup function, BuilderManagers table uses new table cleanup, Intel Data table uses new cleanup, AI will now gather and react to intel, Newly built engineers will wait a couple seconds before being given their first order, Scouting (Air) will now be based on map size, T3 Engies will finish unfinished T4s, Fixed units bumping around at the start of the game, AI will spam buildings less, Econ improvements, AI will not send out lone Land Scouts after reaching T3, AI will react earlier when approaching unit cap, Land T4's should stop to engage units in their path, Added more enhancements to prevent the AI double building accidentally, AI will monitor rally points and move them if they get cluttered.
1.6.4: Earlier Q-Gates, Fixed Engineering station pods getting destroyed along with Air units, Navy should attack from distance better, AI should spam T1 and T2 less when at T3, Improved Air Superiority.
|Sorian AI (1.9.7) - User Comments
The following comments are owned by the user that posted them. SupComFiles is not responsible for their content.
Total comments: 9 | Last comment: 05-29-2012 at 15:29
Joined: January 31st, 2009
|I like it dose it work for campaign because I could tell them to upgrade tech 3 and tell them what to destroy and build to help around with the attacking |
Joined: March 19th, 2009
|Probably wouldn't cause I think the computer for campaign has a GPG AI. |
Joined: October 23rd, 2008
|this is by far the best mod for supcom there is. nice work 10/10. have a beer, you deserve it. |
Joined: August 13th, 2009
|Thank you so much, i love the advanced AI |
You Rock!!! I use this everyday
Joined: April 7th, 2010
|wow I can't beat 3 of these AI's on seton's clutch!! good job!!!! have two beers!!!!!!!! you deserve them!!! |
Joined: July 25th, 2009
|heard loads of good things bout this mod DLing now |
Joined: June 15th, 2010
|can u make a al witch makes mostly tech 4 units plz. nice mod |
Joined: June 20th, 2009
|where is it |
Joined: May 28th, 2012
|This is an excellent additions. after 12 hours of running my head into a wall with the AIX's and blowing over the top of AI's, I was about ready to quit playing vs comps and pray to find someone in my league to play against. a couple of my friends and I started to dig and i found this. so nice to have a comp to practice against that actually uses its units! well done! |
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