M28AI Devlog (v156)
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v151 Update
Smaller hotfix update with 7 changes:- Short ranged units should be less likely to attack enemies and should try and group closer together
- Units whose shots are blocked should be slightly more likely to move than before.
- Fixed a bug that would break all M28 ACUs for the rest of the game if M28 thought an enemy ACU could be killed. Also added in a redundancy so in future it should only temporarily break the logic if such a bug was to reoccur.
- Experimentals should be slightly more likely to suicide into an enemy experimental instead of retreating (although this will need further refinement).
Acknowledgements
- Radde - A number of replays
- Vortex - several LOUD replays
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v152 and v153 updates
21 changes, including:- Fixing a bug where M28 wouldnt build mass storage if player 1 was an M28 teammate who died
- Fixed several issues relating to shared armies (message should only display to the person clicking the button; air staging should release M28 controlled units even if they haven't been toggled to have control; non-M28 controlled friendly units shouldnt be reclaimed for mass)
- Land experimentals that cant kite should be less likely to retreat from an enemy experimental
- Fixed a bug where M28 would incorrectly consider the enemy to have no naval threat
- Torpedo launchers should no longer be built in response to an enemy engineer
- Transports should be more likely to be built, and introduced 'engineer support' transport logic so if a plateau wants an SMD and has no t3 engineers one should be airlifted over
Acknowledgements
- Radde – Various replays (which were the basis for the majority of changes)
- Marlo – Highlighting issue on fort Clarke assault where some of the M28 ACUs would suicide into T1 PD
- Cleo – describing some issues with shared armies mode where M28 would reclaim friendly units.
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v154 Update
- Fixed a bug that meant M28 logic relating to units damaging others wasn't triggering (e.g. relevant for determining if units aren't blocked from hitting enemies) and expanded to add a redundancy for gunships to make sure they retreat when damaged.
- Island drops should no longer try and drop on islands with enemy PD
- Fixed several occasional issues with M28's late-game arti template (building T3 pgens in the designated place for T3 arti; engineers owned by an M28 teammate blocking construction)
- When an experimental dies, most of hte time M28 should assign an engineer from a nearby base to reclaim the wreck (in additino to its normal reclaim logic)
- Fixed a rare bug that could mean a unit on attack-move being given a move order would stay attacking.
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v155 Update
Another mini update:- Fixed a typo relating to a niche scenario where considering whether to get a novax to help with enemy naval threats
- Reworked ASF support logic so they should try and stay even closer to a friendly experimental air unit than before
- Fixed a bug with working out if a table is empty (that I presume has been around in both M28 and M27 for 3-4 years!)
- Asfs should be more likely to engage enemies attacking restorers and czars (by including the restorer/czar anti-air capabilities when deciding whether the fight can be won)
- Fixed an issue with M28's chat messages not working in LOUD (introduced in v152)
Acknowledgements
- Radde - several more replays
- C04spoon - Mentioning that M28's chat messages had stopped working in LOUD
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Hey Maudlin! I also found out, that the chat messages do not work with the Steam Version as well now, also a small bug, when you select MULTIPLE repair drones (UEF) (For ex. at the Kennel), the UI in the left is broken (only a blank square is visible), if you select a SINGLE drone, then everything works fine.
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@MrPhalanx Just to check, is the chat bug something that happens in the latest version v155 (as there was a bug with this in a previous version)
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v156 Update
14 changes, including:- A few different build orders and early game approaches added to try and make M28 a bit more unpredictable (for now whether it rushes a bomber; gets no bomber at all; gets LABs or no LABs, although long term I'm hoping to add some further variation)
- Adjusted how short range units support longer ranged units where they're having their retreat cut off
- A team with a mix of different factions should prioritise ahwassas if they decide to build an air experimental
Acknowledgements
- Jorne - 1v1 vs M28 Easy
- Radde - Lots of teamgame replays vs M28
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FA Mission 6 (Overlord) with Combined human-AI armies. https://pastebin.com/yAmjETHf
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Okay It works fine if comment out these lines in M28Overseer.lua.
elseif not(bApplyM28AI) and oBrain.M28AI then --oBrain.M28AI = false --oBrain.M28Team = nil --M28Team.CreateNewTeam(oBrain) if bDebugMessages == true then LOG(sFunctionRef..': No longer applying M28AI to brain '..oBrain.Nickname..'; assigned it to the team '..(oBrain.M28Team or 'nil')) end end
(2112 - 2114 lines in version 157 from git)
log with enabled debug: https://pastebin.com/yKHa4hbH
log with enabled debug (after comment out): https://pastebin.com/nNqUA4MEI don't quite understand the logic structure itself, but it seems to be designed for an individual AI player, and breaks down with a combined AI-Human mode (player moves to the newly created team number 5 after Fletcher's betrayal).
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I have a question. Is there any way to make your M28 AI teammate give you a unit ? I would like his engineer/sacu or any unit/building/exp that can make an engineer/sacu. tnx
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@goblinsly2 Not currently, no