FransBots 20260122!

10 new bots for OpenRA Red Alert 20250303

Information and discussion for custom maps and mods.
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JimmyS
Posts: 7
Joined: Sun Dec 07, 2025 3:14 pm

Re: FransBots 20260122!

Post by JimmyS »

If anyone interested, here is latest version for release-20250330 (from first post), and also modified files from playtest-20260222 (I cant wait :). Please note, the playtest is just hacked workaround, to have them in the game, new engine needs to be (and I am sure it will be) inspected by bots author, and for full experience I am suggesting to use that version, when will be released.

Backups of original files are included, to have easier work with enabling/disabling mod, future engine updates, and smoother comparation with original files.

Also I differentiated engines in package, as I do think the paralel game instances are quite common (at least in my bubble) :)

Currently I am looking also for version, suitable for release-20231010 (which is last release, which supports older OpenGL) for archive/compatibility reasons :)
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JimmyS
Posts: 7
Joined: Sun Dec 07, 2025 3:14 pm

Re: FransBots 20260122!

Post by JimmyS »

fransotto wrote: Sat Mar 08, 2025 10:38 pm Fransbots 20260101

Download fransbots20260122 and extract. Go to your OpenRa mod installation directory like "C:\Program Files\OpenRA\mods". Drag or copy the "ra" folder from fransbots and replace the files in side the original RA folder. If done correct you will be greeted in the lobby with a description of each Fransbot.
I think there is some issue with visibility. I dont know the exact list of units/buildings doin that, but franbots have wrong visibility:
Image
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fransotto
Posts: 29
Joined: Fri Jan 21, 2022 8:57 pm

Re: FransBots 20260122!

Post by fransotto »

JimmyS wrote: Sun Mar 15, 2026 3:05 pm
fransotto wrote: Sat Mar 08, 2025 10:38 pm Fransbots 20260101

Download fransbots20260122 and extract. Go to your OpenRa mod installation directory like "C:\Program Files\OpenRA\mods". Drag or copy the "ra" folder from fransbots and replace the files in side the original RA folder. If done correct you will be greeted in the lobby with a description of each Fransbot.
I think there is some issue with visibility. I dont know the exact list of units/buildings doin that, but franbots have wrong visibility:
Image
Hi!

The visibility is the bots dedicated engineer for capturing (you can see it on the name).

The bots have two identical engineers, however one of them is dedicated for capture close by buildings like oil derricks and enemy buildings. Reason for this is that if the unit that is going to capture cannot see what to capture it will try capture something total random all other the map. By forcing it to capture within visibility range it will stay close to the main base or own units. As such I had to increase the visibility range of the engineer so it not become idle (or do kamikaze).
fransotto
Posts: 29
Joined: Fri Jan 21, 2022 8:57 pm

Re: FransBots 20260122!

Post by fransotto »

JimmyS wrote: Fri Mar 13, 2026 7:18 am If anyone interested, here is latest version for release-20250330 (from first post), and also modified files from playtest-20260222 (I cant wait :). Please note, the playtest is just hacked workaround, to have them in the game, new engine needs to be (and I am sure it will be) inspected by bots author, and for full experience I am suggesting to use that version, when will be released.

Backups of original files are included, to have easier work with enabling/disabling mod, future engine updates, and smoother comparation with original files.

Also I differentiated engines in package, as I do think the paralel game instances are quite common (at least in my bubble) :)

Currently I am looking also for version, suitable for release-20231010 (which is last release, which supports older OpenGL) for archive/compatibility reasons :)
Hi! Great to see your work!

Yes, I am in heavy playtesting the "new" fransbots :) What I am struggling with is the bots (in)ability to protect new expansions. Also due to this new "expansion-module" the bots economic have to be slightly adjusted.

What I am mainly playing with is to have two different "basebuilding-modules", one for the "main base" and one for expansions, once I am satisfied I will release a version. :)
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