M28AI Devlog (v302)
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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
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Hi maudlin27, have been playing offline with my son for a over a year. I usually update m28 every couple of months, and with that being the only thing changing... the last update I noticed sup comp would crash at about the ~1 hour mark, it's done it 3 times so far on the latest build(v245/246). I have a replay if that will help can send it to you? Thank you for your amazing work.
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If you can send me the replay I can see if there's anything obvious in the log; also if you play through the FAF client for future games then it allows use of the FAF debugger which can sometimes give more information on what's causing a crash:

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@maudlin27 said in M28AI Devlog (v246):
The Radde trophy - awarded for beating a 1.4+ resource (1.0 resource) M28 on a 15km+ mapgen
Current holder - Radde and Microplastic - beating 1.4 resource v239 on a 15km mapgen
could i have the radde trophy i also beat it on mapgen 15km @Radde is eye witness!
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@waffelzNoob Yes, if you've got the replay ID (assuming it was against a later version than the one Radde beat)
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I decided to kick it up a notch from 1.4x, and tried 2.0x (gotta test the waters you know), but lost.
25235283-waffelzNoob.7z (replay was broken)
Tried 1.8x twice, to no avail.
game 1. 25235404-waffelzNoob.7z Pausing the game for a few minutes broke the replay here
game 2. https://replay.faforever.com/25235533Using 6 spawns probably wasn't wise because it meant the AI would have a ton of income even if I reduced it to its 3 core bases, but oh well. Would've tried 1.7x or 1.6x but only had motivation for one more game so I did it on 1.4x.
https://replay.faforever.com/25235664 -
v247 Update
18 changes, including:- strategic bombers running from nearby asfs when lacking air control
- 2 ACU related changes to make them more aggressive in 1v1s, and to delay getting T2/nano if the enemy's ACU lacks an upgrade
- 3 land combat adjustments to make selens a bit more aggressive and tweaking 'all-in' land pushes on enemy ACUs
- 10 engineer/building changes, including making M28 more likely to get 3-4 air factories before it has t3 air, reducing its tendency to get mex upgrades when it cant find a factory to upgrade, and not building pre-emptive TMD if the enemy lacks MMLs
- 2 factory changes - A small number of tanks should be built to support sniperbots if the enemy has t1 spam nearby, and fewer T3 mobile arti should be built in proportion to tanks once a certain number have been built.
Acknowledgements
- Radde - 9 replays on Xander and mapgen
- WaffelzNoob - Replay beaing M28 on mapgen
Trophy award
- WaffelzNoob claims the Radde trophy by beating 1.4/1.0 M28 (v246) on a 15km mapgen
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v248 Update
10 changes based on a 1v1 replay I did against M28 on a 5km, including:- 3 land combat changes, so shorter ranged units should support ACUs and adjacent zone skirmishers
- 2 factory changes to factor in underconstruction indirectfire units for the IF:DF ratio, and build more inties in proportion to gunships to deal with nearby threats
- 4 engineer/factory changes, including improving logic for where to place a T2 PD, and fixing a bug where multiple T1 factories would upgrade to T2 HQs at once.
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v249 Update
25 changes, including:- Increased MAA production at the T1 stage compared to before
- 7 air changes, including fixing some bugs with M28's first bomber attack orders and making M28 less likely to take air fights if it has poor intel
- Fixed some bugs with engineer/production, including two that could cause M28 to not build experimental units
- Naval units should be more likely to run from enemy gunships/bombers
Acknowledgements
- Azraeel - QUIET replay
- Bean.Steve - logs with some error messages relating to M28
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v250 Update
11 changes:- 5 naval changes - torpedo launchers should be built closer to naval factories, naval factories should be less likely to be built on unimportant ponds, and some bugfixes relating to engineers and naval factories deciding what units to build
- 2 LOUD changes including a workaround for an issue where players would be limited to 1 text marker
- 2 land combat changes, including fixing an issue where if M28 had T1 arti that outranged the enemy tanks it could lead to M28's tanks not receiving new orders.
- 2 other bugfixes
Acknowledgements
- Radde - Mapgen replay
- AgPhoenix - Replay with nomads where M28 crashed
Trophy award
- Radde and Microplastic claim the Radde trophy, beating a 1.5 resource M28 on mapgen
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v251 Update
11 changes:- 6 ACU changes, including Cybran ACUs getting torpedo upgrade on naval maps, and ACUs helping build an early naval factory and torp launcher
- air factories should be more likely to consider upgrading from t1 to a t2 support factory when needing torp bombers
- 3 air changes (torpedo bombers should be more aggressive if the enemy lacks cruisers; inties and asfs should be less likely to engage air units inbetween them and a target if those units are covered by AA)
- Mexes should delay t3 upgrades on naval maps if there's a nearby enemy naval threat
Acknowledgements
- Radde - Naval mapgen replay against 1.4 resource M28
Also to note that I'm likely to have significantly less time available for AI development going forwards, so the frequency and extent of updates will be reduced from before.
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https://replay.faforever.com/25425604 - won on 5km vs *1.5 ai
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@DillyDally Hi, unfortunately the replay isn't found/stored on FAF, could you PM me on discord with the local file (presumably it was using v251?)
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v252 Update
24 changes from a replay I came across on FAF where M28 built a paragon, had it up for a few minutes, but still lost.The changes can basically be summarised as:
- Fixed an issue with game-ender shielding/templates having engineers stuck doing nothing when trying to build defences
- Once a paragon is built more 'resource consuming' units should be transferred to the paragon owner and experimentals should be more likely to be built
- Fixed a repeat error message that could occur if an engineer was told to reclaim a unit that subsequently was destroyed.
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