@hammi said in M28AI Devlog (v121):
23163222
Unfortunately the replay desyncs for me so I can't investigate. If I was to guess, it's got T3 mexes left over but no pgens and so is stalling power
@hammi said in M28AI Devlog (v121):
23163222
Unfortunately the replay desyncs for me so I can't investigate. If I was to guess, it's got T3 mexes left over but no pgens and so is stalling power
There was nothing left, just the ACU. It built a land factory first and then just went around in circles, never building a power gen or a mex. (ACU was in its spawn point with mex spots around it.)
What's meant to happen is the land factory builds an engineer, and that engineer builds the power gen and/or mexes. ACU behaviour is expected since it will by that stage of the game should be terrified of anything that moves and wants to just run instead of spend time building anything (unless enemies get near to it where it might attack them).
With UEF it works (although the AI tends to build one offensive unit in the land factory before it builds an engineer). With Aeon, not so much: https://replay.faforever.com/23171674
Hey Maudlin,
are there any other differences between the M28 and M28easy other than the "dodge micro" or is the general micro better on M28?
Do you have any experience on what maps the M28 is the most agressive? On the more normal maps, the M28 often stop attacks after T1 and then it starts again with T4.
It should use T1-T2 and to a lesser extent T3 on most maps, particularly if 1v1, so I'm guessing it's your particular playstyle that leads it to doing that but without a replay I couldn't tell. E.g. I'd expect if you pick any 5km or 10km (and probably also 20km) map in the current mappool it should be getting T2 land.
M28Easy disables various other micro not just dodge micro (which can now be done separately via game settings as well). For example, air units shouldn't use hover-attacks; units shouldn't kite; it doesn't handle power and mass stalls as well (re pausing and unpausing units), engineers dont reclaim hostile units near them, etc.
v122 Update
New hybrid AI option - you can now have M28AI take over control of any or your units (temporarily or permanently). To enable, set the "M28AI: Combined human-AI armies?" option in the lobby game options to "Yes", and then click on the M28AI icon on any selected units you wish to enable the logic:
If you encounter any issues (or if you use it and it works as expected) please let me know as I've only done limited testing of the feature.
[Edit: I’m aware of issues with this feature not working properly which I’ll be looking into shortly]
13 other changes made, including:
Acknowledgements:
v123 and v124 Hotfixes
Fixed a couple of issues with the shared human-AI army feature/AI assistant not working on certain maps, along with the following smaller changes:
Acknowledgements
v125 Update
New MOBA mode! Ever wonder what FAF would be like reimagined as a MOBA? No? Well you can still get an idea - set M28AI to MOBA mode (in the shared armies game option), and you can take control of your ACU while M28AI handles all other units.
Acknowldgements
v126 Update
Smaller update that improves M28's game-ender template's defences, along with 7 other changes
@maudlin27 The AI Logic button is messing with the Nomads somehow, though I'm not sure it's a priority. It makes all of the commander ability buttons appear, but none of them work anymore, even if you have the upgrade.