M28AI Devlog (v246)
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I have the same issue
(EDIT: Also thank you for the "engi" marker for AI engineer gifting, its awesome)
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Same here as well!
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@Raysor Thanks, this is due to a wider issue with the recent FAF hotfix rather than the latest M28 release, and I expect it'll be fixed shortly. The discord announcements section will likely be updated when the 'hotfix to the hotfix' is released:
https://discord.com/channels/197033481883222026/197078254681587712 -
v233 Update
11 changes, including:- Greater use of sniperbots to try and counter Sera and Cybran nano guncoms
- Aeon ACU should be more likely to get shield instead of RAS
- Engineers should no longer pause building a near-complete experimental when low on power (unless completely stalling E)
- Added a workaround for QUIET and LOUD for cases where cruisers dont have the anti-air category (which was leading to Aeon cruisers being considered to have almost no anti-air threat)
Acknowledgements
- Radde – 2 replays against 1.3 resource M28
- Vortex – several QUIET replays against v230 M28
v234 Hotfix
Removed some debug logs that could slow the game down - Thanks to Radde and Relent0r for the replay and noting the cause of the slowdown -
v235 Update
21 changes, all but 2 of which were based on a Radde replay:- Fixed a bug that prevented M28 upgrading a factory from T2 to T3 if its original T3 HQ was destroyed
- Asfs should be a bit more aggressive around enemy ground based AA if M28 has air control
- Ahwassas should micro to turn around faster when wanting to run from enemy air units, and use a more detailed longer range check for enemy air units
- Added new anti-fatboy micro where experimentals should move in a diagonal path when wanting to attack a fatboy
- Sniperbots should no longer be prioritised if the enemy has ravagers.
Acknowledgements
- Radde - replay where M28 1.4/1.0 was beaten on Xander Adaptive
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v236 Update
16 changes, including:- Various adjustments to selen logic so they should do a better job of running from enemies, and less likely to have 3+ covering the same mex
- Various adjustments to when a second T1 pgen is built, so if M28 has a t2 factory but no T2 engineer it should still try building multiple t1 pgens at once and as a higher priority than some other actions (if high on mass and low on energy).
- Subs should be more likely to target engineers building torp launchers (rather than the torp launcher being built)
- 5 QUIET specific changes per requests from Azraeel, making skirmishers be built less and MMLs and mobile arti be built more.
Acknowledgements
- Radde - 2 mapgen replays against 134 (prompting the selen, power and naval adjustments)
- Azraeel - drafting the code for the requested changes
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v237 Update
19 changes, including:- Bombers should sometimes be sent on 'suicide runs' to target clumps of engineers assisting an enemy naval factory
- Engineers should be dropped off at far away ponds to build naval factories
- Increased the % advantage M28 wants in asfs before thinking he has air control (after seeing him lose an air fight comprehensively despite a 20% advantage in numbers)
- Shield boats should stay closer to the target so torp bombers are less likely to damage the unit being shielded
Acknowledgements
- Radde - 2 replays against v234 and suggesting bombers target naval engineers
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v238 Update
18 changes, including:- Refinements to what experimentals get built if a paragon has been built (fewer T3 arti, more rapid fire arti, more mobile experimentals)
- Air slots should delay getting t3 land
- Reduced M28's gunship anti-air thresholds for high values to reflect Czars struggling against asfs
- Mobile stealth should be built as a high priority to cover any non-stealth experimentals (while mobile stealth should also be built to some extent even if the enemy has built an omni radar, on larger maps)
Acknowledgements
- Radde - 6 more replays against v234 on a 'setons-like' mapgen
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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)
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@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 -
@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
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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
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Can we get the M28 to read all chat messages and respond accordingly?!
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@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.
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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
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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
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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
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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
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v245 Update
15 changes, including:- 11 late-game related changes, improving the ability of mobile hsields to protect from a tele-SACU, and being less likely to start multiple high cost experimental type units at once
- 3 air changes, including fixing a bug where asfs wouldn't protect strat bombers
- 1 naval change (making engineers assist the first naval fac until it's built a couple of units so it's less likely the opponent can rush with a frigate to naval-lock M28)
Acknowledgements
- Radde - 2 Xander replays and a naval mapgen against v237
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v246 Update
19 changes:- 2 Air changes (more combat drops, 1st bomber aborts vs MAA earlier)
- 3 land combat changes (including kiting units attacking if enemy is at the edge of their range and not approaching)
- 4 ACU changes (including stealth ACUs being less aggressive if theyre the last ACU)
- 5 engineer/building changes (including a workaround for a rare issue where the game engine says it's possible to build PD and mass storage on the edge of a factory, causing the factory to stop building anything again)
- 5 other changes, including making guncoms more likely to have a land scout near them.
Acknowledgements
- Radde - 3 replays against v238 M28 on Xander