M28AI Devlog (v189)
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v183 Update
8 changes mostly relating to another replay where Mhad killed M28 with ravager creep, including:- Various small tweaks to ACU upgrades (UEF should be more likely to get nano, ACUs should be more/less likely to get later upgrades in some cases)
- Ahwassas should be even more likely to be built than they were already where M28 isnt far behind on air
- Added logic for M28 to prioritise T3 mobile arti to deal with nearby ravagers in a similar manner to how it prioritises building MMLs to deal with nearby (non-ravager) firebases
Acknowledgements
- Radde - 2 replays against M28 on Xander
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v184 Update
5 more changes relating to one of the previous replays, including:- TMD should no longer be treated as an anti-air unit
- Fixed a bug that could cause ahwassa targeting to not work resulting in it suiciding
- Ahwassas should consider dropping a bomb immediately if they want to retreat from the enemy air force
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v185 Update
13 changes, including:- New game setting, M28 enemy threat factor, that lets you adjust the threat M28 assigns to enemy units. What this means in practice is you can make M28 much more or less likely to attack if it is unable to kite the enemy (for example, setting it to 0.1 and in an equal fight M28's tanks will think they have 10 times more than the enemy). Intended for people who want to significantly change how M28 plays or for use with shared armies mode, and it's not recommended you adjust this if you want a competitive experience.
- ACUs being more likely to stay in visual range of an enemy ACU they want to kill
- Spirits and snoops using attack orders when being aggressive to reduce the risk they die to shorter ranged units
- Various early game ecoing improvements, particularly for an air slot (delaying when to build energy storage or radar, fixing an issue in teamgames that caused too much T1 pgens to be built when T2 teech was available, increased prioritisation of mex upgrade assistance)
Acknowledgements
- Radde - v184 Xander replay against 1.4 and 1.5 resource M28
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Hey Maudlin27, quick question is there a way for me to get the M28 AI to not build a specific Custom Unit? Other than setting a unit restriction in the game options or adding nobuild to the unit's categories. My goal is to allow the Custom Unit to still be available to build by human players, just not buildable by the AI since it can't use it properly.
Also, thanks for all your tireless work on your M28 AI, its appreciated.
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@Sandtrooper Only other way would be a mod that sets the following variable against the aiBrain:
Brain.M28FactoryPreferredBlueprintByCategory.UnitId = -1000
where UnitId is the unit id of the unit you want it to not build -
@maudlin27 That's a good idea, thank you.
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v186 Update
9 changes, including:- Building T1 engineers on repeat should no longer cause a large group of T3 mobile arti to stay stuck firing at them
- TMD should be built preemptively for large amounts of PD at the T2 stage
- Slightly increased the range for experimentals to aggressively go for a nearby enemy ACU
Acknowledgements
- Radde - Various replays on Xander against v184 M28
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v187 Update
8 changes, including:- Fixed a bug that meant bombers weren't sniping ACUs most of the time
- M28 should consider sniping enemy ACUs for significantly longer than before
- T1 PD should only 5 wall pieces built around it (instead of to save a precious 9 mass...
Acknowledgements
- Radde - Several mapgen replays against v186 M28
Trophy Award
Radde, GhillieWolf and Mhad - beating 1.4 resource M28 on a 15km land based mapgen -
v188 Update
16 changes, including:- Fixed a bug that would break M28's engineer logic if the enemy built T2 arti near M28's base
- LABs should be more aggressive if the enemy has an exposed unit but nearby combat units.
- Units should no longer try dodging shots from snoops or spirits
- Fixed a bug where deceivers would continue to cover an ACU after it's got a stealth/nano upgrade
Acknowledgements
- Radde – v186 mapgen and 3 xander replays
- Vortex – v185 QUIET replay
- Lohkrim – v187 QUIET replay
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v189 Update
Mini update:- Fixed a bug where moles could be given the same order as selens.
- MMLs should be less likely to move forwards into range of T2 PD
- Disabled several factory builders for lower tech factories.
- Fixed a bug with the ACU determining friendly AA threat when in the water.
Acknowledgements
- Relent0r - Replay and spotting a bug with moles being given attack move orders