M28AI Devlog (v182)
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v172 Update
More of a hotfix, 7 changes, including:- Fixed a bug that could sometimes break M28's normal TML firing logic
- Fixed a bug that could cause M28's shield cycling to cause shields to never regain health
- Arti drops should be less likely to drop early if on high health and faced with only 1 enemy intie (as well as ignoring under construction inties)
- On maps without many mexes, plateaus with 1 mex should be considered for drops sometimes, while land factories should be considered for islands with only 2 mexes.
Acknowledgements
- Radde - Mapgen replay and several Xander replays
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v173-174 Updates
14 changes, including:- v173 - Added a workaround for the ahwassa switching targets at the last minute and no longer dropping a bomb
- v173 - Fixed some scenarios where land experimentals wouldn't go for an ACU kill
- v174 - Naval forces should run more generally if they lack enough AA to handle the enemy torp bomber threat, and should upgrade to T2 sooner
- v174 - Reduced some factory construction (including quantum gateways), e.g. on naval maps early on, or (in the case of gateways) when M28 still has mexes left to upgrade
- v174 - Adjusted rally point selection so units should be less likely to retreat into an enemy force that can hit them from an adjacent zone.
Acknowledgements
- Radde - 4 Mapgen replays against 172 M28 and a couple of earlier Xander replays (which formed the basis for the 5 v173 changes)
- Vortex - 2 naval based replays against 173 M28 (which formed the basis for most of the 9 v174 changes)
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v175 Update
7 changes this time, based on the following replay scenarios:- Radde v172 Mapgen replay - destroyers kept suiciding into an enemy shielded ravager firebase (now they shouldnt)
- Radde v173 Mapgen replay - M28 failed to quickly rebuild after losing part of a base (and an ACU) to a GC rush and instead built 8 TMLs for no reason, meaning the next GC (despite appearing a while later) was able to kill the other ACU with ease (now M28 should rebuild a dead player's base as a normal base sometimes,no longer waste mass on 8 TMLs in an attempt to snipe a ravager, and keep running its ACU from the GC even when the ACU is getting far from its base).
Acknowledgements
- Radde - 2 replays forming the basis of this update's changes
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v176 Update
6 changes, continuing the trend of mini updates after I've been through a replay, including:- Slight reduction in some cases to naval factories to be built and assisted
- T1 arti should recognise they outrange T1 PD and no longer run from them
- Fixed an issue that could cause units to suicide into enemy PD in a different zone
- Small chance added of UEF using snoops as a combat unit to be annoying
Acknowledgements
- Vortex - QUIET replay against v174 M28 (where some snipebots kept getting in range of an enemy ACU, and untis suicided into enemy PD)
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v177 Update
15 changes from this update; sometimes I can have no changes from several Radde Xander replays, this time I had 14!- Bombers should be significantly more aggressive, in part due to a bug that was limiting their search range to less than a range of 2 outside of adjacent zones
- Fixed a bug with tracking how much MAA the enemy has (which meant certain logic such as priotising sniperbots when the enemy is likely able to beat m28's gunships wasn't triggering)
- Fatboys should be prioritised over non-fatboy land experimentals after the first (to some extent)
- If M28 has got an ahwassa 99.9% complete, and one of Radde's teammates has a Ythotha that dies nearby, M28 should complete the ahwassa instead of having all of its engineers run away leaving the Ahwassa to die to the lightning storm (a change with very widespread application...)
- Also fixed a potential cause of a crash in LOUD games when M28 tries pausing units that have died inbetween deciding to pause the unit, and the logic for pausing it commencing.
Acknowledgements
- Radde - Xander replay against 1.3 resource M28 that prompted most changes this update
- Danger!? Snake? - Replay with a crash in LOUD
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v178 Update
7 changes, including:- Longer ranged units should be managed by the zone they're in, to reduce instances where they fail to kite nearby enemies
- Fixed a bug where corsairs wouldn't micro-turn after firing a bomb
- Decreased M28's tendancy to build torpedo bombers on land based maps so it should only build more if the enemy has a significant threat underwater and it's prevented from attacking from ground based AA (as opposed to inties/asfs).
Acknowledgements
- Radde - various replays on Xander against 1.4 resource M28
- Vortex - QUIET replay against v175 M28
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v179 Update
9 changes, including:- ACUs should be more likely to stay close to an enemy ACU if their death explosion will kill the enemy
- Fixed an error that could occur when a zone contained moles and a scout with a combat attack
- Several more TML adjustments to reduce cases where they fire at an enemy that is covered by TMD
- Reduced instances where engineers would repeatedly travel to a zone with enemy PD in and die to the PD
- Fixed an issue with QUIET and LOUD where M28 would think the Seraphim battleship was firing a nuke when it fired its main cannons.
Acknowledgements
- Radde - Various replays on Xander against v177 and v178 M28, including 2v5 replays
- Vortex - Replay against v176 M28
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v180 Update
14 changes, including:- Improved anti-ravager logic
- T1 arti drops should be less likely if the enemy lacks T2 mexes
- Fixed a bug causing the fatboy to kite units not in its range
- Adjustments to ACU upgrade logic at higher AIx modifieres
Acknowledgements
- Radde – various replays against v178 and v179 M28 on a range of maps.
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v181 Update
7 changes:- Cruisers should no longer try and attack underwater mexes
- Fixed an error with a naval factory considering building an engineer
- Fixed 5 issues from running a quick test on a campaign map which mostly related to the log being filled with error messages
Acknowledgements
- Vortex - 2 QUIET replays against v176 M28
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v182 Hotfix
Fixed a bug where ACUs wouldn't die