M28AI Devlog (v302)
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@DillyDally Hi, unfortunately the replay isn't found/stored on FAF, could you PM me on discord with the local file (presumably it was using v251?)
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v252 Update
24 changes from a replay I came across on FAF where M28 built a paragon, had it up for a few minutes, but still lost.The changes can basically be summarised as:
- Fixed an issue with game-ender shielding/templates having engineers stuck doing nothing when trying to build defences
- Once a paragon is built more 'resource consuming' units should be transferred to the paragon owner and experimentals should be more likely to be built
- Fixed a repeat error message that could occur if an engineer was told to reclaim a unit that subsequently was destroyed.
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v253 Update
5 changes, including:- TMD should be built ahead of almost anything else if the enemy is successfully TMLing M28's stuff
- Asfs should be less likely to attack units in adjacent zones to a target if those zones have significant ground based AA
- Units should be less likely to suicide into a fatboy if it's not in range of friendly T2 arti
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J Jip referenced this topic on
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v254 Update
38 changes, mostly from a couple of replays on Arcane- 2 ACU changes (slight improvement to early BO with AIx mods)
- 7 Air changes (incl Torpedo bombers more cautious, transports a bit sooner in some low power scenarios)
- 6 Navy changes (incl improved missile ship bombardment, delayed navy on maps like arcane)
- 8 land combat changes (incl more aggression against low health ACUs, and more aggression if enemy armies are split up and one is vulnerable)
- land factory changes (incl fewer MAA vs early enemy bomber)
- 7 engineer changes (incl TMD bugfix, more reclaiming of blocking walls)
- 3 mod related changes (QUIET experimental kiting and HQ support, steam compatibiltiy fix)
Acknowledgements
- Sladow - Various suggestions on improvements based on a review of an M28 replay, and replay vs M28 on Arcane
- Emerald - Replays on Arcane and Theta Passage beating M28
Trophy Award
- Emerald - Beating M28 AIx 1.5 on Theta Passage
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v255 Update
7 changes, including making gunships less likely to ignore a nearby target in favour of a far away one; more inties being built relative to jesters; and improving the speed with which transports load engineers.Acknowledgements
- Zwaffel - Replay beating 1.5 M28 (v253) on open palms, and highlighting some issues with M28 in that game
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v256 Update
15 changes, mostly relating to when a paragon is built (based on a replay I came across where M28 built a paragon but still lost), including fixing some bugs that broke most of the previous paragon logic, removing a few niche cases where units could be paused despite owning a paragon, and having T3 mexes gifted to non-paragon owning teammates when the paragon owner finishes upgrading them. Also made sniperbots less likely to suicide into range of an enemy monkeylord. -
v257 Update
17 changes from a couple of random live replays I watched:- 5 navy changes (including reducing the AA threat of units like the atlantis when submerged)
- 4 air changes (including making torpedo bombers more aggressive when in very large numbers)
- 1 land combat change (units being more hesitant to attack when supporting longer ranged units)
- 6 RAS and Engineer changes (SACUs more likely to assist a game-ender, fixed a bug with scathis not being considered a game-ender)
- 1 Micro change (Seraphim and Cruiser missiles should be dodged)
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I've updated the original post in this thread to record past trophy holders for posterity
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v258 Update
6 changes, including Fatboy's MAA guards trying to move between the fatboy and an approaching bomber snipe, and some adjustments to M28Easy to make it less likely to build ahwassas (along with having the bomber given a basic 'move to base' order after firing in place of the normal 'hover micro turn' of M28 - i.e. better than just doing a suicide-run over the entire enemy base, but not the micro-optimised approach of M28) -
@maudlin27 there it seems m28 got bugged with newest update. Just starting any new game it crashes game no matter map or mods/no mods. I made exhaustive tests to be sure before reporting. Since its a very recent update, im not sure but all players should experience the same...
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@maudlin27 Can confirm. I've been having similar problems with plenty of testing. For myself I have had games start with the AI bugging out and not moving or the crashes like you have stated. Just yesterday it was working fine so this makes me believe the newest update might have sent a screw loose.
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Thanks should be fixed now (v259) - I was doing a final pre-upload check for if I'd left any logs on and parts of my search term ended up in the code.
Thanks for everyone who reported (chucups, AdditionUsed7392, Radde, Fearghal, SeraphimNoob, Chickenzilla, wimmy123, IndexLibrorum and anyone else I've overlooked)
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Why does M28 Ignore Stealth and also has unlimited "radar"? we've seen M28 target units that they never seen nor they know they current position and are inside a stealth generator and things like that (without having any anti-stealth and without really seeing them).
Is this a bug?
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did you disable AIx omni setting in game options?
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@destroier6 It's not a bug - and it's not the AIx Omni setting.
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If its not a bug, then what is it? why is this added? it completely ruins various units and strategies
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@destroier6 Possibly a bug, it depends
Are 5 likely scenarios I can think of:- the units fired a weapon (this gives away their existence to M28)
- M28 previously scouted them
- Omni
- Bug
- playing with aix with omni map wide vision enabled
If you provide the replay ID (assuming it was on FAF), the precise timestamp you’re referring to and a screenshot showing the units in question then I can add to my list to check (if you don’t think it’d be 1,2,3 or 5 above)
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v260 Update
- 2 Land combat changes for niche scenarios involving long range direct fire units
- 6 naval combat changes, mostly relating to stuck T3 naval units, including new 'shunting' logic to try and have stuck units forcibly moved slowly through the water
- 2 ACU changes, to cover an issue where the ACU would get stuck alternating between two retreat points and die
- 1 factory change (hard cap on number of deceivers to build)
- 7 engineer and economy changes, mostly relating to support for maps with huge numbers of mexes early on
- 3 mod specific changes, including support for the metal world mod
Acknowledgements
- Amrecian Sniper - Noting M28 built 200 deceivers in a game
- Azraeel - Replay where M28 built too many t3 mobile arti in QUIET
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v261 Update
6 changes based on a replay I came across where M28 struggled vs enemy cruisers, including:- More TMD should be built in response to cruisers
- M28 should be even more aggressive with torp bombers once it reaches large numbers of them, as well as prioritising torps over gunships in an additional scenario
- Fixed a bug where M28Easy wouldn't check for SMD when targeting the nearest enemy base with a nuke.
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v262 Update
8 changes mostly from having M28 fight M27 on astro, including:- Fewer factories and slightly delayed HQ upgrades where most of the mexes on the map are in the starting base
- T2 arti should no longer be built in response to the enemy having mobile shields
- Fixed a bug with M28's logic for deciding if it needs more factories where it was meant to try and have fewer factories relative to its mass on 20km+ maps pre-T3
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