M28AI Devlog (v198)
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@Gatorized Do you have a replay? I'd expect it to still be building experimentals
I'm also assuming you have unit restrictions on preventing things like T3 arti, air units, scathis?
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v192 Update
15 changes, including:- Fixed a bug where M28 would think it had mass to spare when mass stalling in some cases
- Various adjustments to how many factories get built for various AI subtypes
- Made it more likely factories should be ctrl-k'd when stalling mass
- ACUs should be more likely to run when in their main base
Acknowledgements
- Vortex - a couple of v190 replays on QUIET
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v193 Update
Small update based on an AI vs AI game I ran:- Tweaked the initial build order from land factories and ACUs if the enemy base starts by M28's base (so factories build a few more engineers after the initial labs/tanks, and gets fewer LABs, while the ACU is more likely to stop building and engage an approaching enemy ACU)
- ACUs should consider helping out a friendly ACU that is fighting an enemy ACU over certain other actions such as reclaiming
- Land combat units should help any M28 ACUs in trouble in a nearby zone (not just the zone they're in), and should do this not just if they would be retreating, but also with any shorter ranged units that are protecting their kiting units.
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v194 Update
Another mini-update (given the upcoming rainbow cup I thought it better to do smaller more frequent updates to reduce the risks of bugs being present at the time of the tournament):- Fixed a bug where M28 could give orders to a non-M28 unit that completed construction of M28's unit (such as a teammate ACU)
- Fixed a bug with AIx 1.5+ modifiers that could break M28's engineer logic
- When building its first 3-4 mexes, M28 should prioritise the mex that would give adjacency to its land factory (hopefully saving a precious 1-5 mass over the course of the game).
- Fixed a couple of errors with QUIET (M28 aggression factor defaulting to 0.9 instead of 1.0, and scenarios involving land experimentals without a direct fire attack).
Acknowledgements:
- Vortex – QUIET replay; mentioning M28’s aggression factor defaults to 0.9 in QUIET
- Aranei – Log highlighting a bug with M28’s engineer logic where it has an Aix 1.5+ modifier
- Fearghal noticing M28 was building a starting mex that wasn’t adjacent to its first land fac in priority.
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v195 Update
8 changes, including:- Strat bombers should switch to trying to hover-bomb if they fail to launch their bomb normally (e.g. due to cliffs), and should no longer target scouts and LABs
- Fixed a bug with TMD being built (and over-built) for T1 PD
- Adjustments and fixes to ACU retreat logic so it should be more likely to run when in trouble, but also a bit more aggressive when near its base
Acknowledgements
- Chucups - Replay where M28 suicided 2 ACUs into T2 PD
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v196 Update
11 changes, including:- Fixed a rare crash
- Further tweaks to AI personalities so e.g. M28Air should delay T2 land until it has T3 air in certain cases
- Slight adjustment to MAA so they should stay a bit further away from enemy tanks.
- 3 mod specific changes, involving some redundancies for cases in LOUD where a mex died just after an upgrade was started (causing M28 to never build on the mex again), and a fix so units with built in TMD should no longer get free veterancy intercepting enemy missiles in steam/LOUD/QUIET.
Acknowledgements
- Nomander - Helping fix a bug in M28 that caused a crash
- Tematus - Replay with a bug where M28 didn't rebuild mexes that were destroyed
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Hello maudlin27,
I noticed that your AI in the control support function influences the Scry ability of the Eye of Rhianne in such a way that the player cannot control the eye himself even if the M28 support function is deactivated. https://replay.faforever.com/24285869
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@Saver Thanks, hopefully should be sorted now but let me know if you have any issues
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v197 Update
19 changes, including:- Various niche bugfixes
- Various changes relating to overflowing mass due to the unit cap, including reater use of quantum gateways and SACUs, getting SACU build power upgrades more commonly, ctrl-king T3 land and air factories if there are loads of them, and being more likely to build game-enders if lots of mass is stored
- Fixed a bug where disabling unit prioritisation would lead M28 to always build game-ender templates, and could e.g. cause it to build the same unit on repeat
- Hopefully fixed a bug where enabling shared armies mode in game settings would lead to M28 taking control of the Eye of Rihanne regardless of if M28 had been enabled on the unit
- 5 mod specific changes (relating to experimentals with no direct fire attack; t3 bombers firing salvos; and building paragon-like units for non-aeon factions)
Acknowledgements
- Saver - Noting eye of rihanne issue
- Vortex and Azraeel – Replay with various error messages relating to M28
- Wingflier – Replay where M28 failed to build a paragon/equivalent
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v198 Update
6 changes, including:- Improved logic and bugfix relating to M28's choice of island to drop so it is more likely to drop large mex islands
- Fixed a bug with calculating enemy air threats that would lead to subs running from inties
- M28 should no longer go 3rd land on naval maps in a 1v1
Acknowledgements
- zwaffel - 1v1 replay against v194 M28