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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 (v325)

    Scheduled Pinned Locked Moved AI development
    734 Posts 70 Posters 2.6m Views 5 Watching
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    • M Offline
      Malitarh @Malitarh
      last edited by

      @maudlin27 , Perhaps this wasn’t obvious. I have already sent the replay you were interested in. This is a link to Google Drive in this message:

      Malitarh said:

      Something was wrong with the FAF, but here’s the replay file — it’s working.
      https://drive.google.com/file/d/1pFA9iAgP0QiZyQMGo8L0rIm4pHrFsPk0/view?usp=drive_link

      Sorry, it’s not available on the FAF server. Only as a local file.

      maudlin27M 1 Reply Last reply Reply Quote 0
      • maudlin27M Offline
        maudlin27 @Malitarh
        last edited by

        @Malitarh I don't have access to the replay file (I requested access to it at the time)

        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 and Yew (Radde trophy, v309) and Radde (Sladow trophy, v319)

        M 1 Reply Last reply Reply Quote 0
        • M Offline
          Malitarh @maudlin27
          last edited by Malitarh

          @maudlin27
          I’ve opened access. Sorry, I very rarely use Google Drive. In many other services, copying an open link already changes the file status to “open to everyone via the link.”

          maudlin27M 1 Reply Last reply Reply Quote 0
          • maudlin27M Offline
            maudlin27 @Malitarh
            last edited by

            @Malitarh Thanks, checking the replay the enemy AI kept trying to TML M28's ACU when it was upgrading, so it'd cancel the upgrade and move the ACU when it could see the TML missile approaching. However I can refine slightly so it considers if it has TMD that will block the missile.

            Mass storage not being built would've been that M28 didnt have many engineers in its core base as it was focusing on building units since its base was under near-constant attack (and those engineers it did build had more urgent issues to deal with), but I'll look at having T2 land factories build a few engineers even where it has a T3 HQ if it's lacking storages for a t3 mex.

            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 and Yew (Radde trophy, v309) and Radde (Sladow trophy, v319)

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

              v325 Update
              7 changes, including:

              • M28 should try and build its first/main naval factory with more clearance around it so it's less likely to have T3 units get stuck
              • Fixed a bug with the land combat logic that was double-counting enemy threats in some cases leading to M28 being over-cautious (when not able to kite the enemy)
              • Land factories should build more engineers if M28 has a T3 mex in the zone without mass storage
              • ACUs should consider if they have TMD coverage before cancelling an upgrade when spotting an incoming TML missile

              Acknowledgements

              • Fearghal - Highlighting M28's naval factory issues on Adaptive Bloob
              • Malitarh - Replay with M28 cancelling upgrades repeatedly due to TML missiles that it wasn't threatened by

              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 and Yew (Radde trophy, v309) and Radde (Sladow trophy, v319)

              1 Reply Last reply Reply Quote 3
              • C Offline
                chris12
                last edited by

                Hello Maudin!

                Ive updated faf to the newest version. And ive updated the complete env.nx2 folder ive hosted a new game in faf.

                Since than i cant start m28.

                Ive got the following message

                Hello maudin!

                I ve updated faf and the complete env.nx2 gamedata folder. I hosted a new game.

                Since than the game doesnt start with the m28 ai mod. Without it starts perfectly. Ive got following error message fatal error c

                Unhandled exception:

                The system cant find the file

                Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe
                Cmd line arguments :

                Callstack:
                Unknown symbol (address 0x008d462c)

                Last 100 lines of log...

                debug: GpgNetSend ClearSlot 8
                debug: GpgNetSend ClearSlot 9
                debug: GpgNetSend ClearSlot 10
                debug: GpgNetSend ClearSlot 11
                debug: GpgNetSend ClearSlot 12
                debug: GpgNetSend AIOption AI: M28 Land Faction 5
                debug: GpgNetSend AIOption AI: M28 Land Color 1
                debug: GpgNetSend AIOption AI: M28 Land Team 1
                debug: GpgNetSend AIOption AI: M28 Land StartSpot 4
                debug: GpgNetSend AIOption AI: M28 Air Faction 5
                debug: GpgNetSend AIOption AI: M28 Air Color 2
                debug: GpgNetSend AIOption AI: M28 Air Team 1
                debug: GpgNetSend AIOption AI: M28 Air StartSpot 10
                debug: GpgNetSend ClearSlot 1
                debug: GpgNetSend ClearSlot 2
                debug: GpgNetSend ClearSlot 3
                debug: GpgNetSend AIOption AI: M28 Land Faction 5
                debug: GpgNetSend AIOption AI: M28 Land Color 1
                debug: GpgNetSend AIOption AI: M28 Land Team 1
                debug: GpgNetSend AIOption AI: M28 Land StartSpot 4
                debug: GpgNetSend ClearSlot 5
                debug: GpgNetSend ClearSlot 6
                debug: GpgNetSend ClearSlot 7
                debug: GpgNetSend ClearSlot 8
                debug: GpgNetSend ClearSlot 9
                debug: GpgNetSend AIOption AI: M28 Air Faction 4
                debug: GpgNetSend AIOption AI: M28 Air Color 2
                debug: GpgNetSend AIOption AI: M28 Air Team 1
                debug: GpgNetSend AIOption AI: M28 Air StartSpot 10
                debug: GpgNetSend ClearSlot 11
                debug: GpgNetSend ClearSlot 12
                info: >> SendArmySettingsToServer: Slot 1 empty
                info: >> SendArmySettingsToServer: Slot 2 empty
                info: >> SendArmySettingsToServer: Slot 3 empty
                info: >> SendArmySettingsToServer: Setting army 1 for slot 4
                debug: GpgNetSend AIOption Kohne (AI: M28 Land) Army 1
                info: >> SendArmySettingsToServer: Slot 5 empty
                info: >> SendArmySettingsToServer: Slot 6 empty
                info: >> SendArmySettingsToServer: Slot 7 empty
                info: >> SendArmySettingsToServer: Slot 8 empty
                info: >> SendArmySettingsToServer: Slot 9 empty
                info: >> SendArmySettingsToServer: Setting army 2 for slot 10
                debug: GpgNetSend AIOption Shun-Ylliushi (AI: M28 Air) Army 2
                info: >> SendArmySettingsToServer: Slot 11 empty
                info: >> SendArmySettingsToServer: Slot 12 empty
                info: >> SendArmySettingsToServer: Slot 13 empty
                info: >> SendArmySettingsToServer: Slot 14 empty
                info: >> SendArmySettingsToServer: Slot 15 empty
                info: >> SendArmySettingsToServer: Slot 16 empty
                debug: GpgNetSend GameState Launching
                debug: OpenMovie /movies/cybran_load.sfd: 3772
                debug: Preparing movie /movies/cybran_load.sfd: 3772
                debug: Preparing movie /movies/cybran_load.sfd: 3772
                debug: Preparing movie /movies/cybran_load.sfd: 3772
                debug: Preparing movie /movies/cybran_load.sfd: 3772
                debug: Preparing movie /movies/cybran_load.sfd: 3772
                debug: Preparing movie /movies/cybran_load.sfd: 3772
                debug: Playing movie c:\program files (x86)\steam\steamapps\common\supreme commander forged alliance\movies\cybran_load.sfd: 3772
                info: Starting background task "Map loader /maps/sirgis/sirgis.scmap"
                info: Background task "Map loader /maps/sirgis/sirgis.scmap" running.
                info: Active game mods for blueprint loading:
                info: "M28AI Co-op Tools" v13 (a7c3e9f1-8b2d-4d6a-b5e0-1f9c4a8d2f99) by Creed
                info: "M28AI Per-Unit Inherit" v04 (d4dde8a8-af26-45ca-a676-2029b538829f) by Creed
                info: "M28AI" v325 (fnewm028-v325-55b4-92b6-64398e7ge43f) by maudlin27
                info: "Visual Nuke Warning Mod" v07 (nuke-warning-mod-2025-05-29) by Sercammus
                info: Blueprints Loading... '*.bp' files
                info: Blueprints Loading: original files from /effects directory
                info: Blueprints Loading: original files from /env directory
                info: Blueprints Loading: original files from /meshes directory
                info: Blueprints Loading: original files from /projectiles directory
                info: Blueprints Loading: original files from /props directory
                info: Blueprints Loading: original files from /units directory
                info: Blueprints Loading: modded files from "M28AI Co-op Tools" mod
                info: Blueprints Loading: modded files from "M28AI Per-Unit Inherit" mod
                info: Blueprints Loading: modded files from "M28AI" mod
                info: Blueprints Loading: modded files from "Visual Nuke Warning Mod" mod
                info: Blueprints Extracting mesh...
                info: Blueprints Modding...
                debug: Blueprints.lua - Found (614) scripted icon assignments in Redux Strategic Icons 4K by macdeffy.
                debug: Blueprints.lua - Found (128) manual icon assignments in Redux Strategic Icons 4K by macdeffy.
                info: Blueprints Loading... completed: 606 original, 5 modded, and 74 preset units
                info: Blueprints Loading... completed: 393 original and 0 modded projectiles
                info: Blueprints Registering...
                debug: MEM: -31 bytes RULE
                info: Hooked /lua/system/class.lua with /mods/m28ai/hook/lua/system/class.lua
                debug: Lua session environment initialized with game version 3839, game type FAF and at commit hash 36701ed9e184818bc264ec0b325676356c1ed743
                info: Active mods in session:
                info: "M28AI Co-op Tools" v13 (a7c3e9f1-8b2d-4d6a-b5e0-1f9c4a8d2f99) by Creed
                info: "M28AI Per-Unit Inherit" v04 (d4dde8a8-af26-45ca-a676-2029b538829f) by Creed
                info: "M28AI" v325 (fnewm028-v325-55b4-92b6-64398e7ge43f) by maudlin27
                info: "Visual Nuke Warning Mod" v07 (nuke-warning-mod-2025-05-29) by Sercammus
                info: "Supreme Score Board2" v25 (RIGOMATE-a1e2-c4t4-scfa-ssbmod-v0250) by HUSSAR
                info: "Redux Strategic Icons 4K" v02 (90d28644-9911-40b3-8393-2446f1388cff) by macdeffy, Lordfapington69
                info: Hooked /lua/UserSync.lua with /mods/supremescoreboard2/hook/lua/UserSync.lua
                debug: MEM: -5247026 bytes STIMap
                debug: MEM: -5247026 bytes LoadTexturing
                debug: MEM: -5247026 bytes WaterMask
                debug: MEM: -12252683 bytes TERRAIN
                info: Background task "Map loader /maps/sirgis/sirgis.scmap" finished.
                info: Saving replay to "C:\Users\chris\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\replays\Chris\LastGame.SCFAReplay"

                maudlin27M 1 Reply Last reply Reply Quote 0
                • maudlin27M Offline
                  maudlin27 @chris12
                  last edited by maudlin27

                  @chris12 Do you get the issue with just M28 (and no other mods) enabled (e.g. it looks like a couple of other sim mods are enabled as well from that log)? And if so, does it load fine without M28 enabled at all?
                  Also enable the FAF debugger as it may give more information in the log to help figure out the cause and/or be of help if you post to the technical support forum in discord

                  884c7a05-dab9-4e00-96ac-c209f9831bfe-image.png

                  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 and Yew (Radde trophy, v309) and Radde (Sladow trophy, v319)

                  1 Reply Last reply Reply Quote 0
                  • maudlin27M Offline
                    maudlin27
                    last edited by

                    v326 Hotfix
                    Fixed a bug introduced in the last version relating to naval factories

                    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 and Yew (Radde trophy, v309) and Radde (Sladow trophy, v319)

                    1 Reply Last reply Reply Quote 1
                    • M Offline
                      Malitarh
                      last edited by

                      Hello!
                      I found two more exotic maps where the M28 is significantly weaker.

                      1. The Flat map. No terrain, no trees or rocks, 1 mex per player, huge open space. I consistently win under these conditions. Here’s a replay with the latest version of the M28. https://replay.faforever.com/27913558

                      2. The ACU Lab 1 map. No resource sources, 5x5 km, 8 players. I played 4 vs 4, all AI — M28. If there isn’t a random massive attack on me while I’m upgrading the ACU to T2, my team will win. Perhaps the tactic for 4 players should be to upgrade one of them to T2 while the others defend and share resources — which is exactly what I managed to do. Here’s the replay of that battle:
                        https://replay.faforever.com/27913954

                      P.S. Was there any change related to distancing from exploding objects, such as reactors, if they are planning to explode?

                      1 Reply Last reply Reply Quote 0
                      • M Offline
                        Malitarh
                        last edited by Malitarh

                        I got curious. I took advantage of the discovered weakness to defeat the AIX M28 and meet the requirement for the Sladow trophy.
                        https://replay.faforever.com/27914091

                        Moreover, Flat meets the requirements for the second award. But right now I don’t have enough time, and I’ll need several attempts.

                        1 Reply Last reply Reply Quote 0

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