M28AI Devlog (v129)

v128 Update
16 changes and fixes, including:

  • Reducing the number of naval factories that get built
  • Factored in mobile shields when assessing how strong an enemy naval force is
  • Made the naval combat logic more detailed so it is more likely to take into account units that are relatively near it when deciding what to do
  • 7 LOUD specific changes, including fixing an incompatibility resulting from the latest LOUD 7.10 release, and fixing an issue that meant M28's ACUs would be overly aggressive.

Acknowledgements

  • Vortex - several LOUD replays, including one highlighting M28's ACU being too aggressive
  • c04spoon - replay highlighting various torpedo bomber related issues
  • GerJS - Noting that with particular game settings M28 would prevent one of the objectives loading on UEF M6

@maudlin27 It took forever to do the first analysis and every few seconds it froze. no replay, it was unplayable, also ai games don't get recorded, that's why I linked the map name so you could reproduce it. Also, I think the crab is bugged, egg units don't inherit AI status.

@innomen Looking into it this is an issue with how MapGen defines the playable area on such maps (in that it starts with no playble area, which then causes an issue for FAF's navigational mesh logic). Jip's kindly offered to look into it further.

v129 Update

22 changes and fixes, including:

  • Increased options for the AIx overwhelm modifier to allow smaller AIx modifier adjustments (+/- 0.05, 0.02 and 0.01)
  • Increased cruiser production in certain scenarios to protect from torp bombers
  • Fixed a bug where M28Easy would ground-fire subs
  • 11 LOUD specific adjustments (including support for bombardment ships, not treating engineering ships like frigates, a bug that prevented M28 recognising when its naval units shots were being blocked by terrain, and some logic that in some cases may have caused desyncs)

Acknowledgements

  • GerJS - Replay with M28Easy ground-firing subs
  • Vortex - LOUD replay
  • Innomen – Highlighting a bug with unexplored mapgen maps
  • Zhanghm – noting an issue where in modded games only the megalith would be built by Cybrans in some cases despite unit prioritisation being turned off
  • c04spoon – tips on what naval units work best in a bombardment type role