M28AI Devlog (v138)

v134 Update
Another 13 changes, including:

  • Greater focus on ecoing, with mexes being more likely to upgrade if held for a long time, while making it more likely mexes are prioritised over factories if stalling mass
  • ACU should be more likely to get high value reclaim near it if it's not in immediate danger, even if it would like to get a gun upgrade
  • Slightly reduced the amount of engineers to be built in cases where the zone has run out of assignments to give them relatively recently
  • 4 LOUD specific changes, including fixing a bug that would result in lots of land factories upgrading at once, and reducing MML production where the enemy has TMD.

Acknowledgements
Vortex - A number of LOUD replays

v135 Update
Re-uploaded as I forgot to turn off some debugging options.

v136 Update
18 changes and fixes including:

  • Disabled some of M28's kiting logic if it has poor intel
  • Improved experimental targeting when faced with an enemy under shields (so they should focus down the shields first)
  • Fixed a bug that meant submarines wouldn't run from torpedo bombers
  • 6 LOUD specific changes (Aeon land experimental preferences, and various gunship adjustments)

Acknowledgements

  • Vortex - several replays
  • Azraeel - Replay that highlighted the bug with subs not retreating
  • Kemi - Replay showing overbuilding of protector bots in LOUD
  • Waffelznoob - Replays of M28 being crushed, and crushing

v137 - Hotfix for a LOUD specific bug

Hello everyone, I have a little thought for amphibious units that move underwater. I can cite the GC as an example. When the AI ​​uses this unit, I have often found that the unit will stall in the water on banks if enemies are too close to the water. The problem, however, is that submarines or other enemies with torpedoes also attack them and the GC makes no real attempts to save itself. Or rather take up the fight on land, where he also has weapons.

Unfortunately I have no idea whether this can be fixed. But oh man, what hasn't the M28 already accomplished πŸ˜‰

@saver Anything like that I’d need a replay to assess as there will be competing logic:
-Retreat to avoid damage from subs
-Avoid a cycle of retreating and advancing all while taking damage without doing anything
-Avoid making landfall to die to a superior force
-Avoid overreacting to a small naval threat

The logic will likely have room for improvement in specific scenarios

@maudlin27 Hi and thank you for your quick response. Unfortunately I don't have a replay right now. However, I could see it quite often in map like seton. If I have a good example, I'll be happy to pass it on. However, I play with my unit mod. and hope it's okay for you too.

v138 Update
13 changes, including:

  • Units should try and take evasive action from a nuke missile they can see approaching them
  • Fixed an issue that could cause far too many land scouts to be built
  • Adjusted when M28 builds factories and power generators to try and reduce cases where it can overflow mass
  • Fixed an issue with if M28 was given control of allies in Fort Clarke Assault it would take control of the staring Ahwassas once the cutscene ended
  • 2 LOUD specific changes, including a workaround for the lack of an amphibious category for engineeres and ACUs

Acknowledgements

  • Hypoxic – Highlighting an error with fort Clarke
  • Vortex – Replay vs M28 that highlighted a few issues with M28 (overflowing resources, overbuilding land scouts, and some other smaller points)
  • RD - Replay