AI Development Guide and M27AI v74 Devlog
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@jip
Whats odd is that All three of those BlackOps mods work just fine with other Ai's, base game Ai's, and in PVP. Its currently the M27Ai that seems to brake those units. They glide instead of walking, and you can hear them fire but no animation or "bullet" is then animated or spawned.Im not sure how this Ai is interacting with the units that is causing this and hopefully it can be addressed because my small group of FAF playing friends love the difficulty of this Ai but also want to continue using the BlackOps units.
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I haven't had the time to debug BlackOps yet, I'll post here more when I do
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@jip Thanks, sounds great
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@thewatcheral could you give an example replay ID and the time that the issue with weapons not working happens? From the issues you’ve described I’d expect the log to be filled with certain types of error message (not the normal M27Error and M27Warning ‘handled error’ messages that M27 produces)
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@thewatcheral said in AI Development Guide and M27AI v71 Devlog:
Replay ID
https://replay.faforever.com/20336438 - Real Game - Base: Blue and Pink Units: T3 and T3 experimentals, most all experimentals from all tears after that
game_20336438.log
https://replay.faforever.com/20341841 - Solo Test Game - Time: 20min Base: Blue First Unit to show broken: Goliath Mk II
game_20341841.log
ThanksHope this helps
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@thewatcheral Thanks, the replay desynced for me but the log you posted was a bit different to what I was expecting and looks likely to be something specific to BlackOps (based both on the logs and Jip's comment/other reports). I'll wait for now and if the blackops is updated to fix the separate issues I can look again if there's still an incompatibility with M27AI.
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Hey I did some low mex games including a flat 1 mex and the ai seems to really struggle.
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@veteranashe Yes to work effectively on 1 mex style maps would essentially require the disabling of most of M27's logic and use of a very prescriptive build order, and might not be that fun either (as I'd probably go for the T2 bomber rush tactic rather than the 'carefully eco into mass fab farms/RAS SACU' approach). I did have it down as a possible future goal but with my focus on M28 now I think it's unlikely that M27 will focus on that (in part as well because until now no-one had ever commented on it).
I'll note it down as a possible thing for M28 to look at though as one of my aims is for it to generally be much more compatible than M27
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v72 mini-update
- Fixed AiX modifiers not applying to M27
- Team messages warning about units such as enemy T3 arti should no longer trigger from friendly fire
- Reworked brain setup to align with new FAF approach from June re aibrain classes
- Fixed bug preventing upgrades beyond a gun upgrade being obtained, and added support for the new Cybran nano and aron extra range upgrades
Thanks to Ice-IX who flagged that AiX modifiers weren't working for M27, and someone else (forgot to note down who) highlighting the T3 arti detected message issue for friendly fire.
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I missed your reply, I was just more curious if, you think, there would be some gain by having the ai count the mexes in the map and then use that to change build order and tactics.
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v73 update
Mini-update - fixed incompatibility with M28 (that could break M28 if they were both in the same game), and updated some hardcoded values on energy storage to reflect the recent FAF balance changes requiring more energy for overcharge. -
Hi, i played a game with M27. He builded some satellites and fired at my T3 arty. The satellites did damage to all schields and not only to the one it hits. it would be nice to take a look.
https://replay.faforever.com/20797133 -
@laso If the shields overlap then that's a FAF game balance feature - when 1 shield takes damage, any overlaping shield takes a percentage of the damage (around 10% I think)
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@veteranashe While it's still far weaker than a human, the latest version of M28 (v32) should do better on 1 mex maps
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v74 Update
Minor bugfixes that I noticed when I was testing M28 against M27 (relating to the FAF mobile factory change and the Aeon gun upgrade change) -
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v75-76 updates
- v75 - AI ratings support added
- v76 - Fixed an issue with M27 tracking weapon fire events (to support a relocation of the underlying code in FAF that took place last summer)
- v76 - Fixed the warning message given to allies when a nuke launcher is detected, so instead of saying "M27OverseerEnemyNukeLaunchers" detected, it will now give the name of the unit.
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v77-78 updates
- v77 - Fixed a bug caused by a change in category in the paragon
- v78 - Fixed a rare bug that could break M27's engineer logic
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So any advice (or examples) on setting up custom units to be used by the AI, as I'm sure this has changed since I was last around.
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@Resin_Smoker Enable the mod with the custom units.
I.E. M27 and M28 should automatically make use of custom modded units, provided the categorisation of the custom unit blueprint aligns with a category M27/M28 is trying to build (the majority of the time I’d expect it to). You could use unit restrictions to disable default versions of units to make it more likely it picks the modded version instead but M28 will handle unit restrictions better
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@maudlin27 So just the unit categories is all that's needed... nice!
Now if someone could fix the custom unit icons so they work without having to copied into every factions folder that would be sweet.