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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    M28AI Devlog (v302)

    Scheduled Pinned Locked Moved AI development
    695 Posts 68 Posters 2.3m Views 5 Watching
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    • H Offline
      hooknose_who13 @maudlin27
      last edited by

      @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.

      1 Reply Last reply Reply Quote 1
      • maudlin27M Online
        maudlin27
        last edited by maudlin27

        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)

        M27AI and M28AI developer:
        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
        https://forum.faforever.com/topic/5331/m28ai-devlog-v294
        M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

        1 Reply Last reply Reply Quote 2
        • D Offline
          destroier6
          last edited by

          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?

          S maudlin27M 2 Replies Last reply Reply Quote 0
          • waffelzNoobW Offline
            waffelzNoob
            last edited by

            did you disable AIx omni setting in game options?

            frick snoops!

            1 Reply Last reply Reply Quote 0
            • S Offline
              Sprouto @destroier6
              last edited by

              @destroier6 It's not a bug - and it's not the AIx Omni setting.

              1 Reply Last reply Reply Quote 0
              • D Offline
                destroier6
                last edited by

                If its not a bug, then what is it? why is this added? it completely ruins various units and strategies

                1 Reply Last reply Reply Quote 0
                • maudlin27M Online
                  maudlin27 @destroier6
                  last edited by maudlin27

                  @destroier6 Possibly a bug, it depends
                  Are 5 likely scenarios I can think of:

                  1. the units fired a weapon (this gives away their existence to M28)
                  2. M28 previously scouted them
                  3. Omni
                  4. Bug
                  5. 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)

                  M27AI and M28AI developer:
                  https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                  https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                  M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                  1 Reply Last reply Reply Quote 2
                  • maudlin27M Online
                    maudlin27
                    last edited by maudlin27

                    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

                    M27AI and M28AI developer:
                    https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                    https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                    M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                    1 Reply Last reply Reply Quote 3
                    • maudlin27M Online
                      maudlin27
                      last edited by maudlin27

                      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.

                      M27AI and M28AI developer:
                      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                      https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                      M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                      1 Reply Last reply Reply Quote 4
                      • maudlin27M Online
                        maudlin27
                        last edited by

                        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

                        M27AI and M28AI developer:
                        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                        https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                        M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                        1 Reply Last reply Reply Quote 3
                        • maudlin27M Online
                          maudlin27
                          last edited by maudlin27

                          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

                          M27AI and M28AI developer:
                          https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                          https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                          M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                          SaverS 1 Reply Last reply Reply Quote 3
                          • SaverS Offline
                            Saver @maudlin27
                            last edited by

                            @maudlin27 said in M28AI Devlog (v263):

                            New controlled armies mode to disable engineer production

                            Hi, could you explain this point a bit more?

                            auch mal fünf gerade sein lassen

                            maudlin27M 1 Reply Last reply Reply Quote 0
                            • maudlin27M Online
                              maudlin27 @Saver
                              last edited by

                              @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

                              M27AI and M28AI developer:
                              https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                              https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                              M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                              1 Reply Last reply Reply Quote 1
                              • SaverS Offline
                                Saver
                                last edited by Saver

                                Thx. That sounds great. I like using your MOBA mod, especially to test out other mods. Your AI reacts excellently with many mods.

                                auch mal fünf gerade sein lassen

                                1 Reply Last reply Reply Quote 1
                                • maudlin27M Online
                                  maudlin27
                                  last edited by

                                  v264 Update
                                  6 changes:

                                  • Fixed issue preventing multiple text markers being created
                                  • Sniperbots should run from enemy t3 mobile arti if there is blocking cliffs or they lack mobile shield and are against large numbers of mobile arti
                                  • Generalised the logic for recognising auroras can kite to cover other units that can rotate their body while moving
                                  • Fixed bug with M28's logic that was meant to stop 3+ ACUs sheltering under the same shield
                                  • More mobile arti should be built in proportion to sniperbots if M28 decides it wants sniperbots (to help cover cases where the enemy is sheltering behind cliffs and/or getting t3 mobile arti of its own)
                                  • Fixed minor referencing bug with M28's ACU logic

                                  Acknowledgements

                                  • Azraeel – Highlighting the RotateBodyWhileMoving variable that the aurora has which can be used to tell if it’s able to kite enemies.
                                  • Radde – Replay where 5 M28 ACUs sheltered under the same SMD (and died to a nuke), and noting issue with text pings not being possible.
                                  • MostLostNoob – referencing comment I’d made on text pings in LOUD from before (that made it easier for me to locate the time of the change so I could copy part of the fix to FAF).

                                  M27AI and M28AI developer:
                                  https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                                  https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                                  M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                                  1 Reply Last reply Reply Quote 3
                                  • T Offline
                                    Teralitha
                                    last edited by Teralitha

                                    When you choose a the late start option, the one where you can delay combat, and you have that black circle around your starting position preventing you from leaving, this AI is not restricted by this. At least partially. The commander wont leave or build outside the circle area, but they can send engineers all over the map. The engineers dont appear to be able to build anything though. They just wander around. Also the start timer display is missing. I dont know if that due to the mod though,

                                    Object.jpg

                                    Also the AI seems to focus on me in large team maps. I wasnt even the biggest threat but I am the one who kept getting all the artillery and nukes aimed at me. No matter how much shielding I put up i couldnt stop it. There is no way I can enjoy the game like that. It happens in every game. When the long range weapons get built, they always hit me first and thats annoying. I tried stealth, I tried hitting them first with my own artillery. Im convinced your AI has a hard on for the human player.

                                    Some other feedback. None of my AI allies built any game enders. When I started building artillery, they all rushed engineers over to help me build mine. Maybe thats why they wouldnt build their own. I dunno, but I wish they didnt do that. I did see one of my allies got nuked ONCE, and they targeted a single mex by itself on the far reach my ally base, BEHIND it. So if they had anti nuke it would have been shot down. I thought that was odd. I also tried floating mass and energy so they could get my extra to help them out. Didnt make a difference. Maybe shared resources is a bad thing with AI. Maybe I was draining them.

                                    maudlin27M 1 Reply Last reply Reply Quote 0
                                    • maudlin27M Online
                                      maudlin27 @Teralitha
                                      last edited by maudlin27

                                      @Teralitha I'm assuming by late start you mean the No Rush option, I tested just now and it worked as expected (M28 kept within the dark circle until the time expired at which point its engineers and other units moved out)

                                      It doesn't specifically target human players with its artillery and nukes, it just targets what it considers is the best enemy target. So, if you have no SMD and your teammates do, or none of you have SMD but it thinks it will destroy more bulidings if it targets you, it'll target you with the nuke. Artillery is a bit more complicated but it'll be more likely to target enemy t3/experimental artillery (so again if you build that and your teammates dont then expect to be targeted). If you build the artillery under stealth and prevent the enemy scouting it then it shouldn't be targeted while it's being built (although if it's near other high value buildings that M28 is aware of then it could still get hit as a result of those other buildings being targeted).

                                      As for them not building game-enders and assisting yours, that's correct, if they're assisting your experimental then they're far less likely to build their own at the same time. You can disable the helpful teammate option in game settings if you dont like them doing that.

                                      For shared resources it has some effect (as a basic test I put myself and an M28 against an M28 AIx, and I spawned in a bunch of RAS SACUs for me - my non-AIx teammate did much better because it had a huge amount of overflow); you can also share resources manually I think by clicking on the mass showing for the teammate in the scoreboard (although I've not actually checked that works with AI teammates).

                                      M27AI and M28AI developer:
                                      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                                      https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                                      M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                                      1 Reply Last reply Reply Quote 1
                                      • maudlin27M Online
                                        maudlin27
                                        last edited by

                                        v265 Update
                                        8 changes, including:

                                        • T1 arti outranged by enemy units in one location should consider attacking nearby locations where they outrange the enemy
                                        • 4 improvements to selens so they dont block engineers building when cloaked, and cloak from enemy gunships
                                        • Experimentals should reassess attacking a zone if its threat becomes negligible by significantly more than when it originally decided to attack
                                        • Fixed a bug where a 1.2 resource 1.0 build rate M28 AIx would have its ACUs benefit from a 1.2 build rate on completing an upgrade

                                        Acknowledgements

                                        • Radde - Various replays and highlighting issues with the 1.2 build rate for ACUs and with selens blocking construction

                                        M27AI and M28AI developer:
                                        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                                        https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                                        M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                                        1 Reply Last reply Reply Quote 3
                                        • maudlin27M Online
                                          maudlin27
                                          last edited by

                                          v266 Update
                                          6 changes:

                                          • Slight increase in ACU aggression in late-mid game and if facing an outranged enemy ACU
                                          • Fixed some issues with the late-game arti template (reclaiming blocking units; building ravagers instead of triads; getting UEF quantum gateway for shield SACUs)
                                          • Fixed a bug with finding the best target for t1 arti drops

                                          Acknowledgements

                                          • Radde - replay against v264 which featured a couple of the above bugs.

                                          M27AI and M28AI developer:
                                          https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                                          https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                                          M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                                          1 Reply Last reply Reply Quote 3
                                          • maudlin27M Online
                                            maudlin27
                                            last edited by

                                            v267 Update

                                            1. Fixed the t1 arti target selection bug I thought I’d fixed in the previous version
                                            2. Added some redundancies to assign more build power to power instead of experimentals when M28 is stalling E
                                            3. Reduced the minimum amount of t3 land needed to start on an experimental in QUIET
                                            4. Ahwassa should be more aggressive if pushed back to its core base, and consider attacking enemies in adjacent zones.

                                            Acknowledgements
                                            Relentor screenshot and comment that M28 was building an experimental when stalling E

                                            M27AI and M28AI developer:
                                            https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                                            https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                                            M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                                            1 Reply Last reply Reply Quote 2

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