v22 Update
This update revisited how M28 performs against RNG and DilliDalli following the various updates made to M28. Generally it performed notably better than the last time I tested on a range of matchups against these AI, although it still struggles to not get overwhelmed at the T1-T2 stage, particularly against DilliDalli.
48 Updates were made on a map by map basis:
- Cadmonium Green - 3 updates vs RNG (forgot to test for DD)
- Stickleback Ridge - 8 updates vs DilliDalli (no changes for RNG)
- Crash site - 3 updates vs RNG, 3 updates vs DilliDalli
- Forbidden pass - 7 updates vs RNG, 1 update vs DilliDalli
- Open palms - 4 updates vs RNG, 5 updates vs DilliDalli
- Burial Mounds - 3 updates vs RNG, auto-win vs DilliDalli (it suicides its ACU into civilian PD)
- Badlands - 2 updates vs RNG, 9 updates vs DilliDalli
(also tested against RNG on Pelagial, Eye of the swarm, white fire, Setons, and theta passage)
As a summary of some of the changes:
- Increased tank aggression early-game, with tanks being more likely to move defensively to protect expanding engineers
- Various bugfixes to TML targeting logic
- Early ACU build order tweaks
- Adjusting decisions on when to upgrade factories
- Aeon should favour blazes early on instead of obsidians
- Greater use of PD to protect both core and minor land zones
- Adjustments to how transports load engineers to try and increase the speed slightly
- Slightly greater use of MAA from before where the enemy has no bomber/gunship threat but lots of inties/asfs
- Adjustments to T2 arti building logic (fixing a bug that could lead it to be overbuilt while also increasing how early they're built in response to a fatboy threat)
- Fixed bugs with torpedo bomber targeting logic
Acknowledgements
- Balthazar – pointing me towards the :GetCurrentLayer() to determine if an experimental that is in water can be targeted by torpedo bombers