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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    M28AI Devlog (v244)

    Scheduled Pinned Locked Moved AI development
    598 Posts 59 Posters 1.8m Views 5 Watching
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    • maudlin27M Offline
      maudlin27
      last edited by

      v239 Update
      20 changes, working through the last 6 of Radde's games vs M28 on a particular mapgen map:

      • Adjustments to engineers assisting/repairing an arti/game-ender unit (fixing a bug where sometimes they wouldnt pause when stalling mass, and having them receive new orders periodically rather than only once the experimental is constructed)
      • Refinements to shield cycling logic and associated engineer construction so engineers are more likely to be sheltered by shields when constructing a game-ender, and shield cycling should try and re-align its cycling if disrupted by artillery
      • Torpedo bombers should be better able to target ships that are on the shore-line (so bombs are less likely to hit the beach), and should try and over-kill cruisers if they have spare torp bombers
      • Land units should treat nearby battleships as a threat when assessing whether to attack or retreat
      • Fixed a bug that meant M28 wasn't properly taking into account PD in adjacent zones when deciding if it was safe to tele-snipe

      Acknowledgements

      • Radde - 6 2v2 replays against v234 M28 on a 'setons-like' mapgen (a series of games on the same mapgen map over a week that has accounted for more than 60 of the changes in v236-239)

      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-v241

      1 Reply Last reply Reply Quote 2
      • S Offline
        sinhosie
        last edited by

        @maudlin27 Thank you very much for your hard work and dedication on creating this AI for us to enjoy. I am wondering if you can add the options to your AI to spawn with all the faction commander's like the mod All Factions mod by Uveso or if you can create a separate mod that gives us this ability for the M28AI mod to get all the commanders.

        I would greatly appreciate it.
        Thank You very much
        --sinhosie

        maudlin27M 1 Reply Last reply Reply Quote 1
        • maudlin27M Offline
          maudlin27 @sinhosie
          last edited by

          @sinhosie M28 is already compatible with the All Faction FAF BlackOps Nomads mod by Uveso - checked just now to make sure and it still spawns in all faction ACUs for M28 when the mod is enabled

          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-v241

          1 Reply Last reply Reply Quote 1
          • maudlin27M Offline
            maudlin27
            last edited by maudlin27

            v240 Update

            19 changes, including:

            • 8 naval adjustments including making engineers more likely to assist naval factories
            • 7 air adjustments, including building more asfs, having asfs shadow torpedo bombers more often, and having ahwassas synchronise their attacks to be less likely to simultaneously fire 2 bombs at the same unshielded target
            • Delayed ACU upgrades on naval maps
            • Fixed a bug recently introduced where M28 builds a paragon

            Acknowledgements

            • Radde - naval mapgen replay 4v4 against v235 M28

            Trophy awards

            • Radde and Microplastic - beating 1.4 resource v239 on a 15km land based mapgen

            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-v241

            1 Reply Last reply Reply Quote 2
            • N Offline
              Nuggets
              last edited by

              Can we get the M28 to read all chat messages and respond accordingly?!

              maudlin27M 1 Reply Last reply Reply Quote 0
              • maudlin27M Offline
                maudlin27 @Nuggets
                last edited by

                @Nuggets No - while it might be possible to have M28 read chat messages (I'm not sure if it is or isn't possible), having it understand them would be difficult outside of basic keyword searches, and it wouldn't be possible to incorporate a large language model to make it actually understand and respond appropriately.

                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-v241

                1 Reply Last reply Reply Quote 1
                • maudlin27M Offline
                  maudlin27
                  last edited by maudlin27

                  v241 Update
                  25 changes, the most notable being new monkeylord kiting micro:

                  • 12 land combat changes, including monkeylord kiting (instead of retreating it should use its bolter attack to kite the enemy if it is currently attacking the enemy with it or outranges the enemy with it), skirmisher units being more aggressive against enemies with no attack, and fixing some issues with megalith's retreaitng micro (that could lead to them retreating backwards when the enemy wasn't at the right angle to shoot)
                  • 7 changes to engineers and ecoing, including limiting the number of t3 mexes to be getting
                  • 2 ACU changes, including having ACUs run from enemy experimentals even if full share is enabled
                  • 1 Air change (transports shouldnt keep dropping a water zone with idle engineers)
                  • 3 other changes, including 1 QUIET specific change to reflect that t3.5 mexes are no longer more mass efficient than t3 mexes, and building more pre-emptive PD on smaller maps

                  Acknowledgements

                  • Radde - v235 2v2 replay against 1.4 resource M28 on Xander
                  • Nomander - For mentioning how the monkeylord can kite with its bolter attack

                  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-v241

                  1 Reply Last reply Reply Quote 3
                  • maudlin27M Offline
                    maudlin27
                    last edited by maudlin27

                    v242 Update
                    26 changes, including:

                    • 8 improvements/fixes to M28's early strat mex rush logic (including an issue causing the strat to get stuck and not move)
                    • 10 improvements to land combat, including having skirmishers retreat for less time if not faced with a dangerous enemy (meaning their effective dps is increased in such scenarios), increasing the scenarios where units consider attacking a nearby enemy mex, and improving some issues that were preventing units retreating from a nearby enemy fatboy
                    • 7 changes to engineers and buildings, including having T2 arti ignore enemies if their shots are firing into a cliff

                    Acknowledgements

                    • Radde - 3 Xander replays against v236 M28AI

                    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-v241

                    1 Reply Last reply Reply Quote 3
                    • maudlin27M Offline
                      maudlin27
                      last edited by

                      v243 Update
                      Smaller update with 7 changes:

                      • 2 refinements to land combat, with skirmishers now considering the direction an enemy is moving in instead of the direction they are facing
                      • 2 changes to ACUs, including that ACUs should no longer try and get reclaim when being fired on by ravagers
                      • 3 changes to buildings and engineers, with engineers not self destructing in the very early game, and large T2 arti firebases getting at least 1 T2 PD to counter t1 arti spam attacks

                      Acknowledgements

                      • Radde - various Xander replays against v236 and v237 M28

                      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-v241

                      1 Reply Last reply Reply Quote 2
                      • maudlin27M Offline
                        maudlin27
                        last edited by maudlin27

                        v244 Update

                        • Introduced new logic to shield game-enders - if M28 is building a game-ender in a UEF base, it should consider using shield SACUs to supplement its normal fixed shielding. Although very expensive, it allows it to withstanding a greater level of arti fire.
                        • Removed the debugging options I forgot to disable after testing v243

                        Acknowledgements

                        • Relent0r - highlighting M28's debugging options were still enabled in the release version

                        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-v241

                        1 Reply Last reply Reply Quote 1
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