@mattcee233 I have bug on the FAF launcher![Снимок экрана (870).png]
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@mattcee233 I have bug on the FAF launcher![Снимок экрана (870).png]
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That's a ban, not a bug. I expect you could get FAF to work offline (by downloading via github) and then download M28 mod via github to play against it offline.
M27AI and M28AI developer; Devlogs and more general AI development guide:
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v25 Update
24 Mostly minor and campaign specific points. One more widespread change was rewriting how land pathing logic is done which significantly reduces the time at the start of the game on larger land maps, at the cost of accuracy. It's possible this might cause M28 to break on some maps so let me know if it doesn't work at all on a map (I've tested on a few different ones so hopefully have caught most cases).
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
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v26 Update
30 changes for a 5v5 replay on Xander adaptive, addition of telesnipe logic, and 4 other changes, including:
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
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Hello maudlin, I tested your new version and had a few warnings. Here the log. 1922c969-ae39-467e-9586-c01ce48971f0-game_20699863.log unfortunately no replay was generated.
@saver What map did you try it on?
(Edit - nevermind, figured out it was signalpoint_team_ai, I'll have a look)
M27AI and M28AI developer; Devlogs and more general AI development guide:
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@maudlin27 said in M28AI Devlog (v26):
v26 Update
30 changes for a 5v5 replay on Xander adaptive, addition of telesnipe logic, and 4 other changes, including:
- Greater focus on ecoing for bases in an eco/air slot (i.e. that have teammates between them and the enemy)
- Reduced the extent to which air staging facilities and pre-emptive SMD are built simultaneously by every teammate
- Fixed a bug that was leading to over-building of factories
- ACUs should be less keen on getting expensive upgrades and more likely to assist other units
- Enemy T2 arti should deter building PD and upgrading mexes in its range
- Refined gunship targeting logic to make them less aggressive when they're scattered across the map and reducing the value given to experimental 'gunships' (Czar and soulripper)
- Further work on special shielding logic to try and improve its application (maybe one day it will work smoothly...)
- New Tele-snipe logic - while I expect it will rarely trigger and so won't have been worth the effort required to implement from a competitive perspective, my hope is it leads to some fun surprises occasionally (plus it's something that M27 doesn't do)
Acknowledgements
- Radde - sharing 2 2v2 replays on Xander adaptive (and also using M28 for a separate game that I used as the basis for most of the changes in this update)
- res - for mentioning they played against M28 in a replay for review (which when I chekced highlighted a flaw with M28's build order on that map that led it to a major power stall - only partially fixed in this update since I saw it just as I was about to release M28 so now it just has a moderate power stall)
Hello! Maybe try to get AI to build more experimental 'gunships' (Czar and soulripper) rather than fewer? I used the M28 until now and Aeon hardly built Czar. cybran does build a few Soulrippers. I feel that there are still many restrictions on AI building experimental units, can you relax some restrictions, let AI build more diverse experimental units?
@zhanghm18 It shouldn't be building fewer of them - to clarify, the change I mentioned in the summary was to reduce how threatening M28 thinks its Czars and soulrippers are when judging if it's got a strong enough air force to assault a heavily fortified position. I was finding that it would proceed with an assault (as a Czar in mass terms is c.26 broadswords), the czar would quickly lose its shield, and it would retreat before it had overwhelmed the shields, leading to a bunch of losses for no gain.
The reason it doesnt build them much though is both that it currently handles/uses them similarly to a normal gunship (M27's logic for czar in particular was highly specialised and would take some time to put in place) and I'm concerned that mass for mass T3 gunships (restorers/wailers) would be more cost effective since M28 is able to significantly reduce the downside of mass T3 gunships (that they die easily to aoe) while benefiting more from the upside (can be repaired at air staging).
M27AI and M28AI developer; Devlogs and more general AI development guide:
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hello maudlin,
I've used your AI with the new mobile factory features and I'm amazed your AI is already using them. WOW
@saver Unfortunately it's something I'll likely be disabling in the short term as it can lead to some errors (e.g. when aircraft carriers get near the shore or fatboys move from land to water) since M28 currently thinks these are immobile factory buildings. I'd been planning on adding specialised logic for the fatboy so will have a think if there's a simple change I can do so the feature isn't lost completely though.
M27AI and M28AI developer; Devlogs and more general AI development guide:
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You can differentiate them from 'normal' factories by using the EXTERNALFACTORYUNIT
category
A work of art is never finished, merely abandoned
Hi @maudlin27
Just to let you know we found another map where M28 does nothing upon startup. M27 works fine. Do note the map is kinda buggy though (we had trouble building on some wrecked mexes), but I don't think it is related.
Here is the replay on the map (TriGap_alpha) that shows the issue: https://replay.faforever.com/20740907
Thank you!
Oh, btw, the telesnipe feature was a lot of fun, I lost a T3 artillery twice because of that Didn't expected the teleport, didn't even understood what happened after the first artillery loss.
Maybe an improvement would be that the AI teleports a support commander instead of the ACU, if possible. The second teleport of the AI was a failure (I had build T1 PDs) so he lost his ACU. Not a big deal as we were playing in Supremacy mode, but this would have possibly been a problem in case we were playing in Assassination mode. The teleport was indeed a suicide mission in that case, no way a commander would escape that amount of DPS with my PDs. Would have been a great suicide TP for a support commander though.
@v_k Thanks, it should be more cautious with the telesnipe in assassination mode, especially if it's the last ACU on M28's team (although it may still try as a last-ditch attempt)
Re 20740907, it works ok for me (as a desynced replay), so I'm hoping it's due due to the recent FAF exe changes (which means there's a difference in the underlying game exe between FAF develop and FAF) as I've had similar reports on other maps where M28 normally works fine. Prior to the next patch arriving (which I've heard mention might be in the next few days) one suggestion if this happens is to try hosting the game on FAF develop (if it's not working on FAF), or on FAF (if it's not working on FAF develop).
M27AI and M28AI developer; Devlogs and more general AI development guide:
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v27 Update
Assortment of different changes, ranging from improving the build order on one map, refining late-game logic, and optimising pathing for large maps
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
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https://forum.faforever.com/topic/5331/m28ai-devlog-v130
v28 Update
Smaller update focused on the 40km map Spiralarm Harbour:
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v29 Update
A quick update to reflect further pathing optimisation:
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
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v30 Update
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
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v31 update
15 adjustments and bugfixes:
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
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https://forum.faforever.com/topic/5331/m28ai-devlog-v130
v32 update
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
https://forum.faforever.com/topic/5331/m28ai-devlog-v130