M28AI Devlog (v302)
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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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v263 Update
8 changes, including:- M28 should now kite with auroras
- Getting a T3 land/air should be delayed if M28 already has t3 air/land and no t3 mexes
- M28Easy should no longer be able to intuit that longer ranged enemy units exist when they fire their weapon
- New controlled armies mode to disable engineer production
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@maudlin27 said in M28AI Devlog (v263):
New controlled armies mode to disable engineer production
Hi, could you explain this point a bit more?
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@Saver By default if you give M28 control of your factory it will build combat units or engineers based in what it considers best.
You can now enable a setting to prevent it building engineers from that factory.
So eg if you have inherit ownership enabled and engineer production disabled, then if you build a land fac and toggle on M28 control then it will build only combat units and use them to attack the enemy
It can also make the moba mode quite a bit different- instead of building a factory and the the AI would build up an entire base without you needing to build anything further, now your acu would have to build any mexes pgens factories etc
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Thx. That sounds great. I like using your MOBA mod, especially to test out other mods. Your AI reacts excellently with many mods.
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