M28AI Devlog (v163)
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v157 Update
11 Changes, including:- New fatboy TML snipe logic
- Naval MAA units should run from nearby enemy land units
- More generally made it more likely that nearby enemy units in an adjacent zone are taken into account when deciding if a unit needs to run (to hopefully reduce instances of naval units moving into enemy range and dying)
- Asfs should hopefully try and avoid enemy nukes
- Fixed a bug with FA Mission 6 if shared armies mode was used
Acknowledgements
- art-wiedzmin - highlighting shared armies bug in campaign
- Radde - Various replays
- Wes Maggs - Replay where M28 rallied its asfs on an island even as a nuke missile could be seen about to hit it
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v158 Update
8 changes, including:- More aggressive gunships where they identify enemies in a zone that have moved away from nearby ground AA
- Greater use of TMLs outside the core base
- Arti drops should consider dropping the enemy base if it appears poorly defended
- ACUs should be more aggressive if they outrange the enemy ACU, but also less likely to suicide into multiple T2 PD
Acknowledgements
- Radde - Providing various replays which prompted most of these changes
- Various others who have provided replays in the last few days - I'm still working through a backlog of v155 replay based changes but hope to move onto more recent ones soon.
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v159 Update
Continuing the recent trend of smaller but quicker updates, this one features 10 changes, including:- Longer ranged naval units should be more likely to engage enemy surface threats even if there are nearby subs
- Added new logic for land untis deciding whether to attack a nearby enemy unit that is in the water, so they should factor in their likely range if they reach the water, and (if they cant go in water) if they can reach the enemy from land
- Units should be less likely to suicide to protect an aval base if that base has been destroyed
- ACU should cancel its upgrade if faced with a dangerous nearby threat
Acknowledgements:
- Relent0r - Identifying a typo with M28's hook of a TML missile callback that was causing compatibility issues with RNG
- Vortex, Lohkrim and c04spoon - Replays highlighting various issues that prompted most of this update's changes
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v160 Update
16 changes, including:- Tweaks to TML fatboy targeting to make the TMLs get built quicker during a mass or power stall, and making them more likely to target in certain cases
- M28's land units should be more cautious if they only slightly outrange the enemy (vs before where they'd be suicidal on the assumption they could kite)
- Fixed some occasional issues that could happen with air staging points being on water
- Air scouts should no longer be targeted near the enemy base even if M28 has air control.
- 2 workarounds for a LOUD mod for an issue with overcharge and an issue with bomber weapon range categories
Acknowledgements
Replays from the following:- Tazor
- Lohkrim
- c04spoon
- Vortex
(also had some from Radde which I hope to work through in the next release)
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v161 Update
Happy Christmas (almost!) everyone! 12 changes in this update, including:- Introduced new T2 bomber snipe logic - sometimes M28 should decide to just go for a T2 bomber snipe in place of its normal approach to the game (i.e. even if the enemy ACU is on full health)
- Fixed a significant bug that could break M28's asf logic introduced in v160
- Various adjustments to M28's snipe logic, so it shoudl be less likely to suicide gunships into a damaged ACU with significant anti-air defences
- Bombers should no longer immediately charge at a vulnerable ACU to damage it, but instead should build up their force and either abandon the attack if the enemy ACU gets in a safe position (e.g. under a shield), or attack in one go.
- Fixed a bug relating to the TML targeting logic
- 1 MOD specific change (reverting overcharge change made in v160 as the issue it was addressing should hopefully be resolved now)
Acknowledgements
- Radde replay from a few versions ago that prompted me to revisit M28's snipe logic (which then prompted me to introduce T2 bomber snipe logic)
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v162 Update
13 changes, including:- Fixed an issue with nuke targeting where it could understate the damage it expected to deal from a missile, and mae it more likely to fire when loaded if the enemy has T3 arti
- M28 should be more likely to get a game-ender if the enemy has multiple T3 arti
- Various improvements to the bomber logic, including no longer having strat bombers suicide into any enemy that gets within 300 of its rally point (quite how that logic lasted this long before I noticed it I dont know!)
- Added some fixes and redundancies for an issue where TMD woudl be insivible to M28 when firing at a mex that it detected when mid-upgrade.
- 1 mod specific change (adding slight support for T1 torpedo bombers)
Acknowledgements
- Radde – a number of replays on Xander Adaptive against v156
- Azraeel – Spotting a replay where M28 failed to win despite a strong eco lead, and spotting a typo made in a v162 commit before I’d even released v162!
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v163 Update
11 Mostly small changes, including:- Fixed a bug with M28's bombers if it approached the unit cap
- Naval units should remember if they recently ran from enemy air threats when deciding whether to advance
- Fixed a bug with Ahwassa targeting where it would incorrectly think its bombs would be blocked by the terrain
- Added 'fire and turn' micro to strat bombers
- 1 MOD specific change (T2 sniperbots shouldn't try and dodge shots like a LAB)
Acknowledgements
- Azraeel - Highlighting an error message relating to M28's bombers
- Purple Elf - Replay where UEF M6 transports wouldn't work if M28 was enabled for allies
- Radde - Replays from v156 on Xander Adaptive