v41 Update - Hives and Shield Disruptor
- Added new unit – Shield disruptor
- Added new unit – Hives
- Fixed various bugs/assumptions that meant M27 wouldn’t work with the survival map Final rush pro support (in preparation for an AI monthly tourney on this map)
- Fixed bug on some chokepoint maps (such as 2v2 Eye of the storm) with the chokepoint assignment
- 10 Other bug fixes
- 53 Misc changes, including various tweaks to late-game logic in high mass scenarios to try and build more land factories sooner, assist SML and SMD with fewer engineers if mass is overflowing, build more power, and adjustments to T3 arti targeting logic when the enemy has no T3 arti of their own. Also including various tweaks to the early game such as initial build order tweaks and slightly better use of early raiders so theyre less likely to die.
Acknowledgements:
- Tyne141 – Replays highlighting strange choice of destination for M27’s ACU when turtling
- Zlo – suggesting I ctrl-K obsolete radar rather than reclaiming it
- Relent0r –Querying whether M27 chooses not to upgrade mexes in range of enemy TML (prompting a tweak to incorporate such logic).
- Ice-IX – Bug where disbanded platoons would have their displayed name change even if the config settings said to not do this.
Benchmarking
As it's roughly 1 year since I first started working on M27, I thought I'd benchmark how well it was performing against several of the other AI (DilliDalli and RNG, as they're the 2 AI that during testing are most likely to beat M27), in part as one of my long term goals had been to create an AI capable of beating all other AI on the <700 rank map pool a majority of the time.
While M27 just managed to reach this goal (after numerous small tweaks to its early-game logic), it was very close on several maps so this will be highly dependent on the map pool chosen. The devlog has more details on the results, but in summary (with 4 faction mirror matchups being played against each AI, and then another 4 in the case of a tie in results):
Maps with 100% win rate:
- Theta passage
- Auburn Canyon
Maps with a clear >50% win rate:
- Adaptive Hardshield Oasis (3 win 0 loss vs RNG, 4 win vs DilliDalli)
- Regor VI Highlands (4 win vs DilliDalli, 3 win 1 loss vs RNG)
Close fought maps:
- Loki - FAF version (3 win 1 loss vs DilliDalli, 2 win 2 loss vs RNG followed by 4 win 0 loss)
- Forbidden Pass – FAF version (7 win 1 loss vs RNG, 13 win 9 loss vs DilliDalli)
- Point of reach (4 win vs RNG, 2 win 2 loss vs DilliDalli followed by 4 win 0 loss)
In terms of the other map pool maps, Serenity Desert Small – FAF version currently has a bug that prevents RNG and DilliDalli working on it so the results aren't included