M28AI Devlog (v191)
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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
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v190 Update
27 changes, including:- Fixed a major bug with M28's air scouts on maps with water
- Improved ecoing for air slot, and slight more general ecoing adjustments
- ACUs and mexes should no longer assume they are safe to get an upgrade just because they are in M28's main base
- Guncom ACUs should be less likely to kite when facing an unupgraded enemy ACU
Acknowledgements
- Relent0r – spotting that M28 wasn’t scouting properly on White Fire
- Vortex – v187 QUIET replay
- Radde – Various v187 replays on Xander
- LoneSheep – screenshot showing M28 building sonar in strange places
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v191 Update
15 changes, including:- If T3 naval units get stuck they should consider ctrl-king support factories in their way
- Tempest should now be given orders as though it's a battleship rather than a submarine
- MMLs should consider firing at stationery enemy MMLs as a high priority
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AI sometimes gives up after initial push.
In the image below, I'm teal. AI is adaptive cheating. It led with a respectable initial attack of about 6 monkeylords and 50 or 100 bricks. After that, it hasn't really done anything, just filled up its unit cap with engineers and a few bricks, and making no attempt to take space.
It's unclear what causes this behavior. In other games on the same map with the same settings, same faction choices, and same spawn locations, the AI consistently applies pressure throughout the game.
To be clear, I've actually been sitting AFK for at least 30 minutes in this game, only checking back in occasionally to see if anything has changed.
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@Gatorized Do you have a replay? I'd expect it to still be building experimentals
I'm also assuming you have unit restrictions on preventing things like T3 arti, air units, scathis?