M28AI Devlog (v180)
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v176 Update
6 changes, continuing the trend of mini updates after I've been through a replay, including:- Slight reduction in some cases to naval factories to be built and assisted
- T1 arti should recognise they outrange T1 PD and no longer run from them
- Fixed an issue that could cause units to suicide into enemy PD in a different zone
- Small chance added of UEF using snoops as a combat unit to be annoying
Acknowledgements
- Vortex - QUIET replay against v174 M28 (where some snipebots kept getting in range of an enemy ACU, and untis suicided into enemy PD)
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v177 Update
15 changes from this update; sometimes I can have no changes from several Radde Xander replays, this time I had 14!- Bombers should be significantly more aggressive, in part due to a bug that was limiting their search range to less than a range of 2 outside of adjacent zones
- Fixed a bug with tracking how much MAA the enemy has (which meant certain logic such as priotising sniperbots when the enemy is likely able to beat m28's gunships wasn't triggering)
- Fatboys should be prioritised over non-fatboy land experimentals after the first (to some extent)
- If M28 has got an ahwassa 99.9% complete, and one of Radde's teammates has a Ythotha that dies nearby, M28 should complete the ahwassa instead of having all of its engineers run away leaving the Ahwassa to die to the lightning storm (a change with very widespread application...)
- Also fixed a potential cause of a crash in LOUD games when M28 tries pausing units that have died inbetween deciding to pause the unit, and the logic for pausing it commencing.
Acknowledgements
- Radde - Xander replay against 1.3 resource M28 that prompted most changes this update
- Danger!? Snake? - Replay with a crash in LOUD
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v178 Update
7 changes, including:- Longer ranged units should be managed by the zone they're in, to reduce instances where they fail to kite nearby enemies
- Fixed a bug where corsairs wouldn't micro-turn after firing a bomb
- Decreased M28's tendancy to build torpedo bombers on land based maps so it should only build more if the enemy has a significant threat underwater and it's prevented from attacking from ground based AA (as opposed to inties/asfs).
Acknowledgements
- Radde - various replays on Xander against 1.4 resource M28
- Vortex - QUIET replay against v175 M28
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v179 Update
9 changes, including:- ACUs should be more likely to stay close to an enemy ACU if their death explosion will kill the enemy
- Fixed an error that could occur when a zone contained moles and a scout with a combat attack
- Several more TML adjustments to reduce cases where they fire at an enemy that is covered by TMD
- Reduced instances where engineers would repeatedly travel to a zone with enemy PD in and die to the PD
- Fixed an issue with QUIET and LOUD where M28 would think the Seraphim battleship was firing a nuke when it fired its main cannons.
Acknowledgements
- Radde - Various replays on Xander against v177 and v178 M28, including 2v5 replays
- Vortex - Replay against v176 M28
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v180 Update
14 changes, including:- Improved anti-ravager logic
- T1 arti drops should be less likely if the enemy lacks T2 mexes
- Fixed a bug causing the fatboy to kite units not in its range
- Adjustments to ACU upgrade logic at higher AIx modifieres
Acknowledgements
- Radde – various replays against v178 and v179 M28 on a range of maps.