M28AI Devlog (v302)
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v287 Update
9 changes, including:- M28Tech should eco slightly more than other AI (so it can be more suitable in eco slots on maps like astro and dual gap)
- Made some fixes and improvements to M28's logic for building units for raiding, which could lead to scenarios where far too many MMLs were getting built
- Decreased the chance of a first bomber for most M28AI (except M28Air and to a lesser extent M28Rush)
- Naval factory should be prioritised at the start of the game in more scenarios (including M28Navy personality)
Acknowledgements
- Radde - 2 replays with yew on mapgens
Trophy award
- Radde trophy - Awarded to Radde and Yew for beating M28 on a mapgen
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v288 Update
13 changes:- 2 air changes including small numbers of torpedo bombers should ignore low AA threats (from 1-2 destroyers) on the basis after taking damage they can refuel
- 5 Engineer changes, including limiting how much T2 arti gets built if the enemy has a t2 arti firebase just outside their range, making M28Navy even more likely to build on the nearest pond to it, and refining whether engineers run from enemies (e.g. Aeon shoudlnt run from subs, and hostile civilians should be ignored if they might lack visual)
- 2 ACU changes - ACU should be more likely to cancel his upgrade even if in his main base (if he's on the outskirts of that base), with nearby enemy naval units also sometimes being included in the decision, and how quickly M28 is losing health (i.e. if it thinks it will be able to complete the upgrade before dying)
- 2 Naval changes, including naval units not suiciding into hostile civilian navy just due to having a nearby friendly factory
- 2 misc changes (changing naval factory pause priority, and not showing a chat message about being outnumbered if enemies are on different teams)
Acknowledgements
- Fearghal - Rainbow Cup IX, whose replays formed the basis of all the changes in this update
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v289 Update
21 changes, almost all of which based on rainbow cup replays:- 5 Land combat changes including making fatboys less afraid of enemy ACUs that aren't in range of it and being more aggressive if it has significant supporting units to deal with enemy T1 spam, making MAAs run from destroyers in a nearby water zone, and fixing a bug that meant M28 was updating its last known position of a unit when it shouldnt
- 2 Naval changes, including a 1st cruiser should no longer be prioritised preemptively ahead of destroyers when the enemy has a nearby naval threat
- 11 air changes, including improved selection of air rally/support points so they are less likely to rally into enemy cruiser range, and fixed a bug that meant they wouldnt run from a sighted enemy nuke; Restorers should be much more aggressive against enemy air force if M28 has air control; and asfs should be more likely to protect friendly torpedo bombers
- 2 Engineer changes, including fixing a bug that meant Czars wouldn't be built by Aeon (which could also lead to a significant negative impact on sim speed)
- 1 misc minor bugfix
Acknowledgements
- Fearghal - Organising Rainbow Cup which prompted most of these changes
- Radde - Highlighting an issue with units knowing where an enemy ACU was despite lacking intel (due to a bug where M28's last known position of an enemy unit was being updated incorrectly in some cases)
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v290 Update
9 changes, including:- 4 optimisations to reduce CPU load with large numbers of ahwassa and enemy MMLs
- 5 changes to make M28 prioritise reclaim early game more, including fixing a flaw in the code that meant if a rock near 1 engineer wasn't pathable all engineers in the zone would stop reclaiming (an issue that is particularly noticeable on Fuji Phantoms)
Acknowledgements
- Fearghal - Rainbow cup replays (in particular Fuji Phantoms game which prompted the reclaim changes)
- Radde - Sending a replay of a game with M28 (which wen I ran it went to -4 late game prompting the optimisations in this release)
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v291 Hotfix
Updated to remove profiling that I forgot to turn off in v290 (and which I suspect may have been the cause of some intermittent crash reports) - unfortunately releasing the hotfix took some time due to a lack of internet.Thanks to Radde, Fearghal and zhanghm18 for reporting issues
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v292 Update
9 changes, including:- Asfs should try and avoid rallying in-range of an enemy Czar
- Fixed an issue that could cause megaliths and other DF experimentals to keep firing into cliffs at a unit when taking T2 arti fire
- Fixed some M28 hostile campaign AI issues that could cause units to move off-map in various scenarios
- Added basic support for the CommonArmy game setting (so e.g. if you create a campaign mission with M28 teammates, and give M28 control of your ACU, it should function normally)
Acknowledgements
- Radde - replays highlighting different issues, including the above points re Czars and megalith shooting into a cliff
- Creed - Replay with CommonArmies campaign issue
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v293 Update
15 changes, including:- Fixing a bug introduced in v292 which broke M28's 'hive mind' (causing every M28 player to act as though it was on a team of 1)
- Various changes to improve M28's ability to complete UEF missions 1 and 2, particularly if using M28's combined armies feature to give M28 control of the player. For example, on UEF Mission 2 M28 will now reinforce the civilians (including gifting the reinforcements to the player if M28 is just a teammate so the objective completes) and sending the civilian trucks to the relevant objective. Other notable fixes/improvements include fixing a bug that meant M28 would think a mex was upgrading and send its engineers to assist it, even if the mex wasn't upgrading due to unit restrictions, fixing a bug that could cause PD to be built somewhere non-buildable (likely primarily relevant for campaigns), and fixing an issue where if sharing control with M28 in combined armies and reaching the unit cap, M28 could get stuck trying to ctrl-k the same (non-shared) units when trying to manage what units to ctrl-k.
Acknowledgements
- Fearghal - Replay and log about significant CPU issues (and a memory crash) - caused by the 'hive-mind' failure bug; related issues (M28 underperforming) were also flagged by emerald, Santii and Danger
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v294 Update
20 changes:- 2 further improvements to UEF M2 so gunships should be better at escorting civilian trucks to safety, and if the enemy ACU ventures out of his base they should consider sniping them.
- 6 improvements to UEF M3, including prioritising getting MAA at the start of the game and fixing an issue that meant M28 would try and capture arnold's black box (instead of reclaiming it).
- 7 improvements from a Radde Xander 1.2/1.0 game, covering scenarios where M28 has 2 ACUs to the enemy's 1 early on, and adding a chance of rushing T3 air more aggressively than before
- 5 improvements from a Radde Xander 1.0/1.0 game, mostly covering tweaks to MML and T2 arti targeting when dealing with an enemy firebase.
Acknowledgements
- Radde - providing replays forming the basis of the non-campaign related improvements, and highlighting how late M28 is to getting T3 air
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v295 Update:
- 5 changes from Xander replays, incl fixing a bug with transports requesting engineers when idling (leading to engis being overbuilt); Raiders being less likely to run from Cybran T1 MAA; and removing a cap on MAA when a land experimental is being built
- 5 changes from Wonder replays, incl fixing a bug with land factories building engineers prior to an upgrade if another nearby land factory started a factory upgrade in the meantime; having very low health ACUs of low rated players have a chance of being sniped; and fixing a bug with T2 arti firebases not being recorded (leading to sniperbots suiciding into them)
- Mexes that aren't upgrading shouldn't be paused (as a workaround for an issue where the order to pause a unit, when given from the SIM side, means mexes generate mass for no E cost while paused)
- M28Rush should continue trying to spam t3 units after it has built a couple of experimentals.
Acknowledgements
- Radde - Various Xander and Wonder replays
- Relent0r, Ajamajan, and Grandpa Sawyer - highlighting the issue with mexes not costing E when paused and discussion on alternatives
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v296 Update
- UEF M4 - 6 changes, including sending sweeney to the gateway and building the 3 t2 radar
- UEF M5 - 2 changes, including sending trucks to the gateway; a separate change was made to the PC AIx mod to allow 0.1-0.4 modifiers so I could check just how low a modifier M28 could use and still win
- UEF M6 - 13 changes, including building more RAS in campaign, atlantis surfacing to release stored air units, grouping amphibious units like fatboys in the same zone when preparing for an underwater attack on nearby land
- Xander replay - 8 changes, including making ASFs commit to an air fight more than before, but also being more reluctant to engage if they'd previously lost an air fight
- 2 misc changes, including that subs should surface to use their deck gun on undefended Aeon engineers
Acknowledgement
- Radde - Xander replay used for some of the above changes, and prompting me to make subs use their deck gun
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v297 Update
- 4 changes from Wonder replays, including fixing a bug where M28 in an air slot would rush a land experimental instead of trying to build up an air grid, and capping the amount of T2 arti to get in response to nearby enemy fixed shields
- 2 changes from M28 vs M28 replay, including fixing an issue where engineers could search for reclaim in an area with none
- 4 changes from Cybran M1, including air units idling on the ground sometimes to gain fuel
- 6 changes from Cybran M2, including fixing an issue where frigates were being treated as anti-air units instead of combat units
Acknowledgements
- Radde - Wonder replays and a Xander replay
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v298 Update
- 14 changes from Cybran M3, including having amphibious and naval units consider if they can path along the entire travel path to get to the zone they plan on targeting, having the Cybran trucks run to the gateway, adding support for missions like this that add unit and upgrade restrictions after the start of the game, fixing a bug that meant a zone would fail to request reinforcements in some cases, and fixed a bug that could cause subs to get stuck in a loop of attacking and consolidating if the nearest enemy was in the opposite direction to the enemy base.
- 8 changes from an M28 vs RNG replay, including increased ACU aggression where ACUs have lots of upgrades, greater ecoing by the air/eco slot in preference to front combat slots, and getting T2 sooner on plateaus once they have lots of T2 or T3 mexes
- 2 bugfixes from pull requests by art-wiedzman (relating to building away from T2 arti and reclaiming T1/T2 pgens)
Acknowledgements
- @art-wiedzmin - Spotting 2 bugs a bug with how M28 got the average position of units and calculated whether it could reclaim t1/t2 pgens, and providing PRs with fixes (the PRs were provided back in March but I only just noticed them!)
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Stumbled across a replay where the host set a survival game where waves are controlled by M28AI. This is, of course, suicidal! Figured I'd share with you if you want to see what your AI does to people with unlimited resources

https://replay.faforever.com/27133103
The M28's ACU blows up at start because they have the default settings for AI Wave Survival on, which kills the ACU to prevent base building. The host didn't turn off the default Wave Control script, so M28 was constantly fighting with that (the wave script scans for idle units and sends them to charge into enemy bases). The Wave scripts can be turned off in the mod settings, so Humans or other AI can have full control of the waves.
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Realised I forgot to post the v299 changelog
v299 Update
- 9 changes specific to Cybran mission 4's logic for not attacking the mainframe (due to it causing mission failure) to make units a bit less cautious around outlying areas and hence less likely for M28 to be stuck in a stalemate
- 11 other changes from Cybran mission 4, including fortifying the mainframe nodes, allowing M28 to get slightly closer to the unit cap before self destructing units, and having ACUs be aggressive if they are pushed to the edge of the map (so they dont just keep trying to run while being fired on)
- 2 Changes from other replays tweaking some changes made in recent updates
v300 Update
Since it's version 300, this was a very special update!I forgot to disable debugging options when uploading v299, realised an hour later, and so v300 is just removing those debugging options...
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v301 Update
- 20 changes based on Cybran Mission 5, including M28 having a chance to treat another location as its core base if its core base is destroyed (so it's not completely out of the game); Land units that outrange the enemy navy should proceed with attacking other land threats if the navy is out of range; ACUs should engage non-combat enemies in their range instead of ignoring them when building; Cybran destroyers owned by players can toggle amphibious mode when built if M28 has control of them; Land units should be more aggressive against short ranged direct fire units that they can't see (and hope they get visual of them) rather than retreating and waiting for radar.
- 4 fixes for games in LOUD, relating to some error messages, Seraphim unit callbacks not triggering, and recognising the range of units with a depth charge attack.
- 5 changes to reclaim, including fixing an issue where engineers were meant to be prioritising high value reclaim in a nearby area but were instead getting the closest reclaim.
- Various changes to eliminate several error messages periodically appearing (relating to 'invalid args to yield' and 'call expected but got number') which mostly related to where I was trying to exit a function early by doing 'return nil'.
Acknowledgements
- Nomander – Providing a solution for toggling amphibious mode on player controlled Cybran destroyers
- Heaven1508 – Providing a log containing some error messages in a LOUD game relating to M28
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v302 Update
- New sim city mode - M28 handles giving combat units orders while you focus on ordering around engineers and deciding what factories will build. Available as part of the "M28: Combined AI-Human armies?" game settings (along with the MOBA mode)
- 3 changes based on AI survival replay, including making units less likely to suicide into an enemy firebase, and prompting if the players haven't allowed M28 full control of attack waves
- 17 changes for Cybran Mission 6, including making aircraft carriers run sooner from enemy naval threats, mobile sonar no longer receiving orders as though it is an amphibious unit, and gunships and torpedo bombers being more likely to attack a nearby enemy if it is too far forward from AA defences in the area (even if the AA defences are too much for a more general assault)
Acknowledgements
- Rama - Highlighting M28 replay involving the AI survival mod
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