@Klecks Dont use total mayhem lite (crashing/freezing random all the time), or total mayhem with this shieldmod. Better use some other mods if you want this t4 shields~ U can check my mod list some posts above.
Ansonsten frohe Festtage
@Klecks Dont use total mayhem lite (crashing/freezing random all the time), or total mayhem with this shieldmod. Better use some other mods if you want this t4 shields~ U can check my mod list some posts above.
Ansonsten frohe Festtage
m28ai seemed to crash twice when we used it, 2v2ai 3v1ai
33 min first game, 44 min second game
mods used / yes
https://replay.faforever.com/21423105 - 1st game
https://replay.faforever.com/21423406 - 2nd game
debug: Current gametime: 00:32:30
warning: false M28ERROR Count=54: GameTime 1951: Dont have a valid upgrade ID; UnitID=bsb0002
warning: stack traceback:
warning: [C]: in function assert' warning: [C]: in function
pcall'
warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function ErrorHandler' warning: ...der forged alliance\mods\m28ai\lua\ai\m28economy.lua(137): in function
UpgradeUnit'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2659): in function GetAnyMexOrFactoryToUpgrade' warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2880): in function
ConsiderNormalUpgrades'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2930): in function <...mander forged alliance\mods\m28ai\lua\ai\m28team.lua:2908>
warning: false M28ERROR Count=3: GameTime 1953: After filtering to a faction we have no available engineers - this shouldnt be possible
warning: stack traceback:
warning: [C]: in function assert' warning: [C]: in function
pcall'
warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function ErrorHandler' warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(4398): in function
FilterEngineersOfTechAndEngiCountForFaction'
warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(5564): in function ConsiderActionToAssign' warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(6420): in function
HaveActionToAssign'
warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(6681): in function ConsiderCoreBaseLandZoneEngineerAssignment' warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(11595): in function
ConsiderLandOrWaterZoneEngineerAssignment'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28land.lua(5857): in function <...mander forged alliance\mods\m28ai\lua\ai\m28land.lua:5349>
warning: false M28Warning: Count=1: GameTime 1956: No plateau group for iSegmentX=336; iSegmentZ=249; Plateau group of segment midpoint=2751; Plateau Group of tPosition=2751; This can happen on larger maps with long cliffs with narrow paths that small units can travel partially along. Enable logs in the function GetUnitPlateauAndLandZoneOverride for more details
warning: stack traceback:
warning: [C]: in function assert' warning: [C]: in function
pcall'
warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function ErrorHandler' warning: ...mmander forged alliance\mods\m28ai\lua\ai\m28map.lua(571): in function
GetPlateauAndLandZoneReferenceFromPosition'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28land.lua(317): in function UpdateUnitPositionsAndLandZone' warning: ...mander forged alliance\mods\m28ai\lua\ai\m28land.lua(6067): in function <...mander forged alliance\mods\m28ai\lua\ai\m28land.lua:6007> warning: false M28Warning: Count=8192: GameTime 1959: We are unable to build at a predefined shield location, will check for small blocking M28 buildings and destroy them warning: stack traceback: warning: [C]: in function
assert'
warning: [C]: in function pcall' warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function
ErrorHandler'
warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(4648): in function ConstructNewShield' warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(4748): in function <...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua:4406> warning: false M28Warning: Count=1: GameTime 1959: Adding unit ID brot3bt2 to table of temp other units - either the unit is a land unit really close to water that we incorrectly think is in water, or it is an amphibious/hover unit that has incorrect caterisation; if the unit runs out of orders then will send it to the rally point warning: stack traceback: warning: [C]: in function
assert'
warning: [C]: in function pcall' warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function
ErrorHandler'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28navy.lua(1488): in function <...mander forged alliance\mods\m28ai\lua\ai\m28navy.lua:1331>
info: OnDecayed: Time=1961.3000488281; self.UnitId=brnt3perses
debug: Loading module: /projectiles/adfreactoncannon01/adfreactoncannon01_script.lua
debug: Loading module: /projectiles/laserbotterran01/laserbotterran01_script.lua
warning: false M28ERROR Count=81: GameTime 1975: Dont have a valid upgrade ID; UnitID=bsb0002
warning: stack traceback:
warning: [C]: in function assert' warning: [C]: in function
pcall'
warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function ErrorHandler' warning: ...der forged alliance\mods\m28ai\lua\ai\m28economy.lua(137): in function
UpgradeUnit'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2659): in function GetAnyMexOrFactoryToUpgrade' warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2880): in function
ConsiderNormalUpgrades'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2930): in function <...mander forged alliance\mods\m28ai\lua\ai\m28team.lua:2908>
debug: Loading module: /mods/totalmayhem/projectiles/brot3shbmempproj/brot3shbmempproj_script.lua
info: OnDecayed: Time=1979.8000488281; self.UnitId=xrb9304
debug: Current gametime: 00:33:00
debug: Loading module: /mods/blackopsfaf-unleashed/units/bsb5205/bsb5205_script.lua
debug: Loading module: /mods/totalmayhem/projectiles/brpt1extank2proj/brpt1extank2proj_script.lua
debug: Loading module: /projectiles/tdfplasmaheavy03/tdfplasmaheavy03_script.lua
debug: Loading module: /units/xsl0303/xsl0303_script.lua
debug: Loading module: /mods/blackopsfaf-unleashed/units/bab2306/bab2306_script.lua
debug: Current gametime: 00:33:30
info: Minimized true
info: Minimized false
debug: Current gametime: 00:44:00
info: CWldSession::DoBeat() unknown entity id (0x2ff0029a) supplied in a pose update.
warning: Error running OnNotAdjacentTo script in Entity urb1301 at 6d934808: ...\gamedata\lua.nx2\lua\sim\adjacencybufffunctions.lua(18): attempt to call method DestroyAdjacentEffects' (a nil value) stack traceback: ...\gamedata\lua.nx2\lua\sim\adjacencybufffunctions.lua(18): in function
OnBuffRemove'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\buff.lua(687): in function RemoveBuff' ...ver\gamedata\lua.nx2\lua\sim\units\structureunit.lua(810): in function <...ver\gamedata\lua.nx2\lua\sim\units\structureunit.lua:787> [C]: in function
Kill'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(1320): in function DoTakeDamage' ...ver\gamedata\lua.nx2\lua\sim\units\structureunit.lua(664): in function
DoTakeDamage'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(1286): in function OnDamage' ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(5751): in function <...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua:5750> [C]: ? ...ta\faforever\gamedata\lua.nx2\lua\sim\projectile.lua(623): in function
DoDamage'
...ta\faforever\gamedata\lua.nx2\lua\sim\projectile.lua(364): in function `OnImpact'
...uclearshell01\tifhetacticalnuclearshell01_script.lua(12): in function <...uclearshell01\tifhetacticalnuclearshell01_script.lua:11>
info: Minimized true
info: Minimized false
@thewatcheral said in M28AI Devlog (v59):
21423105
Thanks, looks like there's an incompatibility with the experimental shield mod that triggered when the experimental shield was killed (and is highly likely to have caused the crash), I'll see if I can resolve in the next release.
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
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).
Acknowledgements
Trophy awards
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.
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
v61 Mini update
Small update to fix some issues with the special shielding logic added in v60
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
v62 Update
M28 should play noticeably differently on 5km and some 10km maps 1v1 following this update:
18 misc changes, including:
Acknowledgements
Trophies
No change to the current holders from their defeat of v59 M28: Radde (Sladow trophy); and Radde, Mhad and GhillieWolf (Radde trophy)
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
I'm seeing an issue where the AI can't decide what type of shield to build. It will queue up one type and immediately replace it with another type indefinitely. This keeps a number of engineers occupied (50-100?) I watched this happen for at least 10 minutes.
These are both tier 4 shields, but from different mod packs. Nuclear Repulsor Shields, and Wyvern Battlepack. Wyvern is no longer in the vault, but generally works fine.
@bsee Thanks, do you have a replay ID and timestamp? Also do the shields from those mods have a larger footprint than normal shields?
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
@maudlin27 The Wyvern shield does have a larger footprint.
I suspect you can't load the replay since Wyvern isn't in the vault anymore. However the replay is https://replay.faforever.com/21588120 and the issue starts at 21:45 at the very left edge of the map.
Another small thing is that engineers tasked to the naval factories spend a lot of time driving to switch between the assisted factories. They might be more productive if they stayed on their current factory.
@maudlin27 You can try this replay: https://replay.faforever.com/21595213
We updated Wyvern to v5, which is uploaded here: https://forum.faforever.com/topic/362/wyvern-battle-pack-v5-for-all-game-versions
At 18 minutes the Cybran AI tries building an experimental surrounded by shields between the 2 AI bases. But it's alternating between experimental types. For this match the Wyvern T4 shield was disabled, but it was alternating between village & city shields which also have a size difference.
@bsee Thanks, I expect the size difference is likely to be what is causing problems, I'll add a fix in the next release to see if it resolves it
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
v63 Update
Main changes this update are completing my working through of the SC campaign missions with M28 as a hostile / allied AI, and the introduction of a new AiX option for if using M28 to take over the campaign AI (where the AI will receive a modifier to its build rate and/or resource rate).
Acknowledgements
(No new trophy awards)
M27AI and M28AI developer; Devlogs and more general AI development guide:
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https://forum.faforever.com/topic/5331/m28ai-devlog-v130
@maudlin27 I'm still seeing the issue. We disabled all shields with a differently sized footprint. The engineer is toggling between ED5, ED6, a village shield, and a cybran rapid fire.
Here's the log from the host: game_21602429.log
You can see in this replay at 15:20: https://replay.faforever.com/21602429
All the mods are in the vault. Look just north of the pink AI base.
@bsee Thanks, the previous version fixed the issue with the different sized shields but there are a couple of separate issues still present reviewing your replay (the first I hadn't realised would happen is that enginers can end up not building anything if they have multiple T3 shields available to build, the second is that it can try and build experimental level shields instead of a scathis). Both will be fixed in the next release.
M27AI and M28AI developer; Devlogs and more general AI development guide:
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v64 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
@maudlin27 thanks for the shielding logic fix! Now we're seeing mid to late game a large group of engineers set to assist a single one, which has no build orders. This results in 100+ engineers not doing anything.
Two replays: https://replay.faforever.com/21622277 and https://replay.faforever.com/21622977
@ender06 Unfortunately both replays desync really early on for me so I can't reproduce. Having said that, it may not be a bug, especially if M28 is low on mass/energy or has run out of places to build, as it tries to assign some engineers to assist shields (increasing the amounts based on how many arti and novax the enemy team has)
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
This might be a better replay (fewer mods): https://replay.faforever.com/21630530
By 19 minutes you can see M28 has plenty of mass & power, but most engineer are idle. I see a paragon queued up but for some reason the engineer just isn't starting it.
Unrelated note: Does it actively avoid building saucers? It seems to build every other T4 but I haven't seen a saucer in a long time.
@bsee Thanks, one issue is if it tries building its late-game template near the map edge - I'll have it fixed in the next release.
The other issue is I'm guessing a FA game engine bug where a unit can be given an order to move and build, yet doesn't move - a human player would just give a slightly different order, whereas the AI tries the same order again and again. I've added a workaround for the scenario in that replay, which hopefully will resolve most instances (as I already had a workaround present for the main engineer logic, but my 'shield template' logic is a special case).
Re Czars there are lots of reasons why it might not build them. Generally, I'd expect it to try and build them if it has air control, hasn't moved into the 'build T3 arti/game ender' stage (which is more likely at the high mass income levels in your game), hasn't built lots of experimentals already, and has space to build them. It is intentionally less likely to build them than Seraphim is to build Ahwassas though (mainly because Ahwassas are far better than Czars, even moreso for an AI)
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
v65 Update
A mixture of bugfixes, small adjustments, and a bit more personality for M28:
Acknowledgements
Trophies
No change to the current trophy holders (although Sladow came close to claiming the trophy bearing his name)
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