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New post Posted: Fri Mar 02, 2007 6:30 am    Post subject: [REL] Sorian/Jaws2002 AI Pack v2.83 (10-10-07)

Sorian/Jaws2002 AI Pack Version: 2.83 (10-10-07)

This mod is no longer in development. I am focusing my attention on my Forged Alliance AI mod here:

Current 1.1.3269 Status: Compatible

Patch 3260 did not include mod shadowing so this mod has not been updated to provide mod manager support.

Please note: You must have SC patch 3269 or later installed to use this mod.

Everyone has to have this AI installed for it to work. If you are playing with people who do not have this mod installed you must remove the mod or change the file extension so it doesn't get loaded.

Newest features:

The AI will chat with allies, letting them know who they are sending ground forces after, who they are nuking, and if they need help.
The AI will send engineers to nearby allies to assist allied commanders.
The AI will realize that an ally (human or AI) is in trouble and send help.
The AI will build T3 firebases in range of the enemy rather than just building out from its base.
The AI will send engineers to finish a large project where the engineers working on it were destroyed.
The AI will send engineers to repair damaged buidings in and around it's base.
Transports and Strikeforces will pathfind to avoid defenses.
The AI will use the new 3260 units.
The AI will change tactics based on situations.
AI Engineers will use transports.
The AI will take chat orders from allies.
The AI will recognize the Move Marker(F6)

How to Install:
To install all mods in this thread simply extract the .scd file to your THQ\Gas Powered Games\Supreme Commander\gamedata folder.

How to uninstall:
Simply remove the .scd file form your THQ\Gas Powered Games\Supreme Commander\gamedata folder.

Download links located at the bottom of the post.

You can also find this mod on

The AI Pack

This file includes 6 AIs; Sorian, Sorian Rush, Jaws2002 Water, and a cheater version of each of them. There is also an 'SJ Chooser' option that will choose one of the Sorian/Jaws2002 AIs for the map and a 'SJ Chooser C' option that will choose one of the cheating AIs for the map.

The cheater AIs receive a bonus to their energy and mass income. Taking out the mass extractors and energy plants will still have an effect on the AI as the bonus is based on their current income.

These AIs also have many functions and optimizations that make the AI behave smarter and work better with allies.

The AI Pack comes in 2 flavors.

The Regular version is the basic pack with the 6 AIs. The special behaviors in this pack are only used by the Sorian/Jaws2002 AIs. This pack does not modify the default GPG AIs at all.

The All has the same 6 AIs as the regular version. The only difference between the Regular pack and the All pack is that the All pack adds many of the Sorian/Jaws2002 behaviors to the GPG AIs.

Known Bugs

The AI does not like the 250 unit cap limit, it seems to get stuck.

The AI will not work on custom maps that do not have the appropriate map markers. See Aralez's post about map markers for more info:

Some maps have quirks. There was a map guide at one point, but because of the changes in 1.6 I have removed it for now. Hopefully the changes will help alleviate some of the map problems.

Units will still get stuck along walls. It seems to have a real problem with semi-circles.

Naval units still get stuck at times, especially if there are a lot of them.

The AI does not like it when the civilians on the map are hostile.

Sorian/Jaws2002 Map List

Four Corners: Great map for Rush AI as Aeon. Good Map for Jaws - Southwest - has trouble as Cybran at times

Concord Lake: Great map for Jaws AI - N S E W

Ian's Cross: Good map for Sorian AI - NW

Four Leaf Clover: Ok map for Sorian Rush - Units sometimes get stuck in hills

White Fire: Great map for Jaws AI - SW

Winter Duel: Great map for Rush AI - E

Seraphim Glaciers: Great map for Jaws AI - N side of any island

Alpha 7 Quarantine: Good map for the Jaws AI

Finns Revenge: Bad map - unit pathing errors

Paradise: Coin Toss - A lot of times engineers will get stuck on mountains - Mostly good for 1v1

Seton's Clutch: Good map except for the left side of the choke point (facing in) on each side

Burial Mounds: Ok map for Jaws AI - Doesn't get a chance to flex its naval muscle.


Q. While playing a game other people cannot hear my chat messages.
A. If you have the AI installed (even if it isn't being used) and others in your game do not have it installed it can cause communication issues. Either; a)make sure all players have the AI installed, or b)move the AI mod's .scd file out of the /gamedata directory, or c)change the AI mod's file extension to something like .bak or .dontuse.

Q. Why wont any of the AI commanders move?
A. Make sure you are running the most up to date version of SC. As of this readme the newest version is 3269.

Q. What chat commands does the AI recognize?
A. 'target <name>' - Make AI target player (human or AI)
'target at will' - Make AI go back to targeting on its own
'focus <tactic>' - Make AI focus on a unit type (currently land or air | not supported by Jaws2002)
'focus at will' - Make AI go back to picking its own tactics

Q. Why doesn't your AI show up in the Mods menu?
A. This mod wont show up in the mods menu. After following the install instructions the AIs will show up in the dropdown menu

Q. Why wont your AI show up in the dropdown menu?
A. Make sure you do not have any other mods installed. Some other mods can conflict with this mod, especially other AIs.

Q. Is your AI really any harder than the default AIs?
A. I think so, and so do many other users. You would really have to see for yourself. If you see some room for improvement please feel free to leave feedback

Q. After installing your mod all of my replays desynch, why?
A. Desynchs will occur if you watch a replay that was recorded with any of the following: 1) A different version of SC. 2) With any mod that you do not have installed. 3) With a different version of a mod than you have installed.

Q. I wish your AI would <insert nifty idea here>.
A. If you have a neat idea for the AI, even if you don't think it can be done, please post a reply letting us know. Many of the ideas that make this AI great came from user replies. If it is a good idea and it can be done, we will do our best to implement it.

Q. How do I know what version of the AI I have installed.
A. Starting with version 1.4 or 1.5 (can't recall) the version number will show up in-game next to the AI's name. It will also be in the drop-down menu in the game lobby.

Q. How do I modify how much the AI cheats?
A. In each cheating AI there is a function called AIResourceCheat. In that function you will find 2 lines that contain '* 15'. Change the 15 to whatever you want the resource multiplier to be.

Q. Which AI do I use for what map?
A. Here is a breakdown:
Sorian AI (or C version): Mostly for 20x20 or larger with a land bridge if the map has water.

Sorian Rush AI (or C version): 10x10 or smaller with a land bridge if the map has water. Does well without a land bridge if Aeon.

Jaws2002 Water AI (or C version): Any water map with no land bridges.

Q. Which AI pack should I download?
A. That depends on whether you want the default AIs modified or not. If you are against modifying the GPG AIs then use the Regular pack. If you would like the GPG AIs to use some of the enhanced behaviors then use the All pack.

Sorian AI Version History

2.83 (10-10-07): Minor balance changes, fix for AI Chat (I hope).

2.82 (10-06-07): Fix for Sorian C AI, Minor Balance Changes, Support for 'Alert' Marker.

2.81 (10-05-07): Added support for 3269 units, Added support for Move marker, minor balance changes.

2.8 (9-30-07): Private chat option for AIs, Can tell AI to change tactic, Fix for converting AI names, Better nuke use.

2.7d (9-27-07): The AI should prioritize distress response better, the AI should refrain from sending units to respond that can't help, the AI should keep the commander safer.

2.7c (9-25-07): Balance tweaks and bug fixes.

2.7b (9-24-07): Added lobby option to change cheat multiplier, Bug fix for Sorian AI naval building, Added Duel AI 2.4.

2.7 (9-20-07): Improved SCU use. Improved perimeter defense building. AI will make use of multiple Gateways. Support for -1 SCU platoons. Some AIAC adjustments. Engineers will use transports. Fixed a bug with Strikeforce Land Units. New Strikeforce behavior (Applies to all Strikeforces including T4 units). AI will take chat orders from allies. Major tweaking and balance changes. New build condition called 'EnemyInT3ArtilleryRange'. Unit Spam fix. Added Duel AI 2.3.

2.6e (8-23-07): Fix for Cheating AIs (I hope), Jaws2002 Cheating AI will not share resources, Small fix for Jaws2002 AI.

2.6d (8-18-07): Modified strikeforces and defenses a bit.

2.6c (8-17-07): Fix for Rush AI on small maps in a FFA.

2.6b (8-15-07): Nukes will target ground, T3 Nuke Subs are now strikeforce platoons, Some small balance and timeout adjustments, Fix for early game transport use on Seraphim Glaciers.

2.6 (8-12-07): cheater AI wont share resources, Small nuke bug fix, Sorian and Sorian Rush now use Jaws2002's Strikeforce ship platoons, Fix pool platoon response, Small change to Commader attacking, Sorian and Sorian Rush AI will change tactics based on situations, Added T2 Bombers to Bean and Tortuga per Aralez's request.

2.5f (8-4-07): Small fix for AI Mercy use, Fix for GPG Horde AI bug, Rush AI will use PD if needed.

2.5e (8-4-07): Balanced transports a bit, modified T4 construction priorities, minor balance and teching adjustments, bug fix for Cruisers in Jaws2002 Water AI.

2.5d (8-1-07): Removed most of the T1 defenses from the Rush AI on 5x5 1v1, The AI will group late game T4 units, Patch compatibility for 3260, Balance fixes, AIs will group land units into bigger groups in reaction to enemy defenses, AI Land units will Use move when in enemy base instead of attack move.

2.5c (7-24-07): More Base Defenses, Fix for T4s stopping after building a unit, Commander will rebuild base if factories destroyed, Rush not so aggressive in 5x5 FFA, Fix for aircraft stuck on refuel pads, Commander can build a defensive point, Commander will find safe spot to upgrade at, AI will rush to build defenses in response to experimentals, AI can now use T3 Sonar.

2.5b (7-20-07): A few bug fixes for the Water AI, Loaded transports should not respond to distress calls, Rush AI far more aggressive on 5x5, AI will not build transports on 5x5.

2.5 (7-15-07): Fix for starting point bases, improved nuke target priorities, nukes will spread out more, Rush AI will group units, fix for transport pathing, fix for naval unit behaviors, fix for lull going from t1 to t2 and t2 to t3, Jaws AI will build some land units and use transports, strikeforces will pathfind, lots and lots of behavior and balance changes.

2.4 (6-16-07): Engineers look for uncompleted projects. Improve Cheating AI. ACU wont patrol if enemy has T3/T4 arty or nuke. ACU will run away from a large group of T3 units before taking damage. Anti-Nukes will be built near Naval Factories. Perimeter Defenses will have shields. Fixed T2 TML bug. Some defenses moved from base to perimeter. Stronger firebases. Rush AI will use heavy T1. Rush AI will rush more. Added mobile AA to Rush Spam. Shield response to T3 arty. Transport pathing fix. Anti-nuke response to nuke silo. Bigger late game platoons. Improved strikeforce priorities. Experimental groups added. Engineers will take over for a dead CDR. Air target priorities improved. Engineers will repair damaged buildings. ACU will attack enemy structures near base. Fix for nuke script. Commander run away behavior fixed. Artillery fix. AI will build perimeter defenses towards the nearest enemy first. The Sorian and Jaws2002 AIs will build Expansion bases and defensive points outwards from their base. Commander will find an active shield to hide under.

2.3: Forward T3 firebases will be built close to the enemy. GPG Tempest bug fixed. Fix for base alarms. Pathfinding threat evaluation improved. Strikeforces should go after targets. Balance changes.

2.2 (6-2-07): Threat response improved, Some core threat functions improved, Engineers will assist shields, AIs will use t1 mass fabs, AIs will use mass storage, AIs will reclaim nearby enemy walls, T2 Mobile AA included in T2 and T3 platoons, Fighters should guard transports, Lots of econ adjustments, More AI phrases, ACU will run away from T4 before taking damage, Air units more responsive, Assisting allies less sensitive, Scathis bug fixed, T4 air units fixed, Atlantis behavior improved, Scouting improved, Target switch bug fixed, T2 shields should be built again, T1 transports are back, Lots of minor bug fixes, Air units will look further to refuel, AI will build T3 artillery based on map size, T3 and T4 artillery will take shields into account when choosing targets.

2.1b (5-24-07): Unit pathfinding fix. T4 priorites fixed. More Rush AI spam. Ally response improved. AI will call for help less. Sorian AI economy adjustments.

2.1 (5-23-07): Better influence map. AI will not ask for help as often. AI will assist allies (human and AI) in trouble and will send a chat message.

2.0 (5-22-07): Fixed for patch. Threat detection improved. Threat response improved.

[see readme for older patch notes]

Please leave feedback and such, enjoy.

Download Links
Mirror courtesy of Multicast:

Sorian AI Pack (Regular Version):

Note: The All version modifies the GPG AIs. It allows them to use most of the Sorian/Jaws2002 enhancements.It also fixes the GPG Horde AI
Sorian AI Pack (All version):

Merged AI Pack (Regular Version):

Note: The All version modifies the GPG AIs. It allows them to use most of the Sorian/Jaws2002 enhancements. It also fixes the GPG Horde AI
Merged AI Pack (All Version):

Also available on

Merged Packs Include:
Sorian/Jaws2002 AI Pack 2.83 + Conventional AIs
Giskard's Rommel and Yamamoto AI 4.6
Aralez's Bean AI 1.0 and Tortuga AI 1.0
Brent_w's Brent AI 0.2
Duncane's Duel AI 2.6

If have an AI that you would like to have included in the AI pack simply reply to this thread or send me a PM.

If you want to learn how to make your own AI see my guide here:


We would like to say thanks to the following supporters of this mod
Xris Sparafucile
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.

Last edited by sorian on Thu Mar 12, 2009 6:01 am, edited 141 times in total.