v60 Update
Various changes to M28 including a complete rework of how it shields high value targets, the introduction of a very simplified ACU snipe option (don't expect M27 levels of aggression for this), and other improvements that for example mean M28's probably favoured to beat M27 on setons now (one of the few large maps that M27 had left).
- 4 changes from testing M28 against M27 on Burial Mounds (mostly relating to a greater focus on gunships to defend against an experimental in some e.g. low power situations)
- 26 Changes from testing some high mass/AiX modifier scenarios, although I gave up on trying to avoid M28 overflowing mass in its build order at very high modifiers (engineer pathing issues and delays with construction starting and unit roll-off times proved too great a hurdle to overcome)
- 5 changes to improve M28's novax defence logic, including fixing some issues that meant it was only building T3 shields instead of sometimes getting T2 shields
- New shield cycling logic for high value units (e.g. game enders and T3 arti) - prompted from a replay where M28 failed to build 1 game-ender in the time it took the enemy to get 4 T3 arti, despite M28 having double the mass income, which I think was in part caused by almost all of M28's resources being spent on shield assistance. This change involved a lot of work and although I've made a number of adjustments to it from testing, I expect further refinements will be needed over time.
- 5 Changes for misc issues spotted while testing the new shield cycling logic (adjusting bomber attack logic, T2 arti construction logic, and a bug on transfer of certain HQs on an M28 teammate's death)
- 17 Changes from fighting M27 on Setons, including greater ecoing, and various refinements to M28's logic when a paragon is constructed to make greater use of the income (e.g. aircraft carriers will start to build air units)
- 8 Changes for Aeon M5 and M6, including fixing an issue with Aeon M5 where the T3 arti were effectively invisible to M28 (it must have been by chance that it managed to kill them when I tested previously)
- 2 changes for replay 21516542 to reduce the tendancy of retreating MMLs and T3 mobile arti of running into the attacking enemy (if caught out of position)
- 11 Changes for various replays from Radde, including more detailed logic for determining where to build T2 PD (that I hope means it is less likely for T2 PD to be built where they'll just shot into a cliff), increase in land experimental aggression vs ravager, and making it more likely M28 rushes an experimental earlier on
- New simplified ACU snipe logic - it's not really working as well as I'd hoped (and is a far cry from M27's version) but I figured it provides a starting point that I can refine as/when I see it not working properly in future replays
- 5 changes from Sladow replays, mostly relating to early game build order points (more engineers should be built for expansion, land scouts shoudln't be requested for core bases)
- 4 changes from Watheral replay containing a crash, improving compatibility with the experimental shield mod (which could cause a crash due to a flaw in M28's logic), and allowing the Aeon Artemis Satelite Control centre to build and use satellites (previously it was an expensive paperweight)
- 2 changes for a game vs M27 on Open Wonder to improve M28's initial build order/stop it power stalling (M28 still loses to M27, but it's no longer as crushing a loss)
- 5 other changes, including no longer self destructing drones spawned by blackops/similar mods when close to the unit cap, and making M28's ACUs more likely to get the RAS upgrade
Acknowledgements
- Balthazar - Pointing me towards a blank blueprint template for use when tyring to find a custom sized area to build in, and allowing me the use of said blank template (this is used by M28 to identify locations large enough to support its new shield cycling logic)
- Jip - Adding a more detailed 'pathto' function to take into account blocking cliffs (allowing M28 a hopefully less cpu intensive approach to identifying PD placement locations than M27's approach)
- Radde - various replays highlighting flaws with M28 (in addition to the trophy winning replays) and thoughts on improvements
- Zhanghm18 - Identifying an incompatibility with mods that spawn drone units
- Sladow - Several replays and suggestions for improvements to M28's approach to the game
- TheWatheral - Replays containing crashes
Trophy awards
- Radde claims the Sladow trophy for beating v59 M28 at 1.7 AiX (winter duel)
- Radde, Mhad and GhillieWolf claim the Radde trophy for beating M28 with a 1.5 resource mod on mapgen.
Note for future Sladow trophy awards these will only be for 5km or larger maps (i.e. maps that are smaller than 5km x 5km like winter duel won't qualify) - essentially I've had to admit defeat on an AiX 1.5 M28 being able to win against a competent player on this map since unless I devoted a large amount of time to a very map specific build order and approach it is too easy to overcome the resource/build rate deficit. I've also changed the trophy/medal picture in the original post of the thread.
I may well at some point change it to be a 10km only (since that's the size Sladow beat m28 on originally) but I expect there will still be some improvements that can be made on 5km maps more generally even if they're likely to also feature similar issues for M28 as winter duel did.