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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 (v246)

    Scheduled Pinned Locked Moved AI development
    603 Posts 60 Posters 1.8m Views 5 Watching
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    • maudlin27M Offline
      maudlin27
      last edited by maudlin27

      v227 Update
      13 changes, including:

      • Various adjustments to air anti-air (i.e. asf) logic, increasing the number M28 wants to think it has air control (including a bugfix) and having them be more likely to follow strat bombers to protect them
      • If M28 wants to build an experimental, but first wants more T3 units, and lacks power, it should be more likely to build a pgen instead of a land factory
      • Fewer pre-emptive SAMs should be built if the enemy lacks a nearby air threat and M28 could be spending the mass ecoing.

      Acknowledgements

      • Vortex – QUIET v225 and v226 replays

      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
      • SaverS Offline
        Saver
        last edited by

        Hello 🙂 I have now been able to do three tests and have not found any errors with the unit markers for threats. but I have a small comment. Is it possible to remove the markers automatically after a time of x seconds?

        auch mal fünf gerade sein lassen

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

          I'm not sure, as the method used by players will be via the UI, I've made a note to potentially look at in a future release

          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

            v228 Update aka the 'Vindex beat 1.5 M28 AIx update'
            17 changes, 15 of which were based on a replay where Vindex beat 1.5 AIx on the Ditch, including:

            • 8 improvements and bugfixes to M28's 'telesnipe defence' logic, including making it no longer think the laser can be dodged as though it was a t1 arti; the ACU should no longer stop running after a short while of being chased by a tele-laser com; it should recognise the enemy has a laser ACU sooner (if it has visual of it); PD should be built preemptively to defend (instead of waiting for the teleport to start); and other changes
            • Fixed an issue where M28 would try and drop plateaus but choose a tiny land zone to drop, causing it to drop early (not on the plateau)
            • Reduced the core base T2 builder so it no longer send all engineers to build T2 PD in response to a single heavily outnumbered enemy tank
            • Air facs should be more likely to be built on larger maps once M28 has 4 land facs in its main base
            • (unrelated change to the replay) T1-T2 skirmishers shouldn't be built if the enemy has T3 land.

            Acknowledgements

            • Vindex - 4 replays against M28 AIx on the ditch

            Trophy Award
            A rare update to the trophy holder - @Vindex is now the holder of the Sladow trophy for beating M28 at 1.5 AIx on the ditch - the first time I've seen anyone manage the feat!

            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 4
            • maudlin27M Offline
              maudlin27
              last edited by

              v229 Update
              Smaller update with 6 changes, primarily fixing some naval issues:

              • Text markers that M28 places for teammates should be removed after 90 seconds
              • M28 should be less likely to think it has air control with small numbers of inties, and shouldn't try and attack air targets near the enemy base if it lacks air control
              • Fixed several issues with how M28 calculates the nearest enemy naval unit in a zone (which would lead it to ignoring units in the same zone as it for parts of the logic)

              Acknowledgements

              • Vortex - QUIET naval replay against v227

              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 4
              • maudlin27M Offline
                maudlin27
                last edited by

                v230 Update
                11 changes, including:

                • Cybran destroyers shouldn't try and kite enemies on land
                • Changed M28's 'forced navy personality' approach for adaptive M28 on island start points so it only has a chance of applying (with a chance of an air personality, and a chance of the normal advaptive personality)
                • Adjustments to how fatboy kites (including better detection of approaching enemies and changing when it runs from the enemy vs runs to the nearest rally point)
                • Increased the number of engineers to be sent to dangerous zones to reclaim

                Acknowledgements

                • Vortex and Azraeel - 2 QUIET naval replays and comments

                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
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                • maudlin27M Offline
                  maudlin27
                  last edited by

                  v231 Update
                  20 changes, including:

                  • Improvements to kiting logic (e.g. hoplites should attack a visible nearby enemy ACU instead of doing attack-move, so they stay slightly further away)
                  • Improved novax defence so more shields get built sooner, and shields get assisted when a novax is near and damaging them.
                  • Reworked how M28 decides where to place buildings, to offset all positions by 0.5 (which in theory means they should be built on the correct spot, since FAF for most buildings places them on the nearest .5 position, instead of the nearest integer).
                  • T1-T2 Radar should be more likely to be built
                  • Increased the amount of pre-emptive AA M28 shoudl get if it's worried the enemy might be thinking of sniping him
                  • Added support for FAF's new decapitation victory condition

                  Acknowledgements

                  • Sprouto and Balthazaar – Highlighting some buildings have a variable requiring a certain height variance to be buildable (hence why you can have a location that you can build a T2 pgen on, but not a Cybran T2 shield)
                  • Gauzi – Replay highlighting a bug if M28 is the hostile AI on UEF M1 and the player takes too long to kill the T1 radar (leading to the air factory upgrading before the objective is given to kill it, in turn meaning the map doesnt expand)

                  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 4
                  • maudlin27M Offline
                    maudlin27
                    last edited by

                    v232 Update
                    11 changes, including:

                    • Fixed a bug with gunships that meant they'd attack targets with far too much ground-AA
                    • Increased asf production when M28 lacks air control
                    • M28Easy should no longer go first bomber (and hover-bomb it)
                    • If M28 has several unupgraded ACUs near an enemy upgrading ACU they should consider charging in to kill it

                    Acknowledgements

                    • Radde - 3 replays against v231
                    • Lord Foog – replay where M28Easy went for a bomber rush.

                    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
                    • R Offline
                      Raysor
                      last edited by

                      Hi there,
                      First of all, thanks for all the hard work on M28AI – it’s a great addition to the game (Can't play without it to be honest).

                      I’ve encountered a recurring issue during my games where Ground and Air factories disappear after being upgraded to T2 or T3. This doesn’t just affect human players, but also the AI itself. Once the upgrade finishes, the factory vanishes completely and doesn’t complete the transition.

                      For now, I’ll stick with the previous version of the mod so I can play without issues. This post is just meant to inform you in case it hasn’t been reported yet.

                      Here's the log:
                      game_24956583_copy.log

                      maudlin27M 1 Reply Last reply Reply Quote 1
                      • N Offline
                        NomenNominandum
                        last edited by NomenNominandum

                        I have the same issue

                        (EDIT: Also thank you for the "engi" marker for AI engineer gifting, its awesome)

                        1 Reply Last reply Reply Quote 0
                        • H Offline
                          Hammi
                          last edited by

                          Same here as well!

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

                            @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

                            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

                              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

                              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 4
                              • maudlin27M Offline
                                maudlin27
                                last edited by

                                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

                                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

                                  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

                                  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

                                    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

                                    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

                                      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

                                      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

                                        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
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