@goblinsly2 said in M28AI Devlog (v104):
I play 1 game against M28 everyday and would like to thank you for your work - u have no idea how much fun i have after a working day, playing against M28
I have a few observations, if u find them useful:
- Occasionaly M28 has problems regarding nukes. Namely, when i launch a nuke and its in the air, often he might go to where the nuke will land. I thought it was to lure the enemy but he sent to many planes there. And sometimes he will launch a nuke a few seconds after i do and target the spot that will be destroyed by my nuke
- when he spots enemy air experimental or gunships, he will often follow them with all their ASF's and get shreded in heavily SAMs fortified town (scouted). When he is fighting ASF vs ASF he will usualy stop, but when its about gunships or air exp he will send them to death often, barely shooting anything down
- sometimes we have a land experimental nearing our base while he goes with tons of gunships killing some very far away scouts and stuff
ps: is there something special with fatboys or UEF in particular ? I find the games with UEF run a lot slower than games without them, particularly when fatboys move around. I did test and fatboys vs fatboys do indeed cause serious lag. Which is funny because ASF fights even consisting of like 1300 ASF's rarely cause more than -1 or -2. When u see fatboys around after 1.5 hours i can drop to -5
Thanks for the comments,
- 1a (air suiciding into nukes) - what air units are going in the nuke radius - gunships, or asfs? I thought I'd added logic for gunships to avoid nukes, but not sure I've done the same for asfs (as it would tax the cpu a lot more)
- 1b (nukes doubling up on human nukes) - It's meant to check for teammate nuke launches, however there will be a 5-10s gap (depending on faction) between a missile launch being queued and actually launching. E.g. if you start firing a missile at target X, 3 seconds later (before the missile launches) M28 thinks target X would be good for it to nuke and launches its missile, then 2 seconds later your missile is released from the launcher, followed a few seconds later by M28's at the same target. If there's a bigger gap between the two (i.e. more than 10s after your missile is released from the silo M28's missile fires) then let me know the replay and timestamp and I can look into further to see if there's a bug
- 2 (asf suicide into air exp) - Could be working as intended depending on the scenario - it will be more aggressive if it thinks it has air control; and if the enemy air experimental is threatening a high value target (like its base, ACU, or a friendly experimental). If it's suiciding into an air experimental that is a long way (e.g. more than a T2 arti firing range) away from high value friendly units, and it's in the first 40m of a game, let me know the replay and rough timestamp and I can see if there are any tweaks I can do.
- 3 (gunships ignoring approaching land exp) - it has an override for land experimentals that get close to its base, although this might vary on map size, if you have a replay and timestamp that's , in the first 40m of a game let me know
(reason for the 40m threshold is there's a good chance time looking at it would be wasted/I conclude it works as intended but it would potentially take a long time to test to confirm if the re play is later on than that, assuming we're talking about large teamgames/large unit counts) - 4 (fatboy slowdown) - It's possible, fatboys have some custom logic, although I wouldn't have expected it to be that intensive as other units have similar logic; if you use the cheat menu to spawn a couple of fatboys for M28s on opposing teams early on in a game do you get the same sort of slowdown? if so I could look into further to figure out if its the fatboy logic and (if so) if there are ways I can optimise without making it significantly weaker