M28AI Devlog (v307)
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v305 Update
29 changes, mostly from getting M28 to solo FA mission 1 with a 1.0 modifier (down from 1.3 before), including:- Gunships should consider attacking nearby enemy units that have moved too far away from nearby enemy AA cover (even if the enemy overall has too much AA in the area)
- If a player's base is destroyed, M28 should consider assigning their 'base' to a further away factory (most relevant in campaign missions with timed expansions as otherwise M28 would try to avoid rallying units near the enemy base that it had wiped out some time ago, and it'd previously only reassess the enemy base location when the map expanded)
- Engineers shouldn't dodge a bomber if they're under a shield
- Factories to be paused when stalling energy should only not be paused if they're building engineers (and more are needed), vs before (where they wouldn't be paused if more engineers were needed regardless of what they were building)
- Fixed a bug that wasn't increasing stealthed ACU aggression, and increased ACU aggression more generally when high health if the nearest enemy units are a bit too far away from the main enemy army.
- Shoulder drones should be treated as engineers now (and no longer paused in sim city mode)
- In sim city mode players now have control of transports instead of M28
Acknowledgements
- @nomennominandum Highlighting bug with shoulder drones being paused in sim city mode (and suggestion re transports being included in player control)
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v306 Update
16 changes, mostly from having M28 complete forged alliance campaign missions 2-4, including:- Units dodging shots that would move off-map should look for alternative angles, while ACUs that don't want to retreat but who lack a factory (e.g. start of M2) shouldn't dodge away from the enemy
- Expanded cases where M28 will treat its original base as lost and treat a new location as its new core base
- Air factory upgrades should be obtained sooner by sub-1.0 build modifier M28s
- T3 sub hunter and atlantis's anti-air threat is greatly reduced when submerged
- Fixed a bug with t3 arti and mavors that meant they were calculating the angle they were facing at a 90 degree offset (which on mission 4 caused the mavor to fire 1 shot north, and immediately rotate to fire 1 shot south, causing a massive decrease in dps)
- Fixed a bug where requesting an engineer from M28 could crash the game
Acknowledgements
- Tollan – Replay and highlighting the game crashed when requesting an engineer.
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v307 Update
15 changes, mostly from forged alliance campaign mission 5, including:- Replaced previous asf hover-micro with stop-micro (I'm assuming at some point asf values changed which meant hover-micro isn't as good, as I was unable to hover-turn asfs and the logic was performing worse than just moving to the enemy/no micro when the enemy used stop-micro; e.g. in a 50 vs 50 asfs fight, M28's old logic resulted in 38 enemy asfs surviving to its 0, whereas with stop-micro and a couple of other minor changes M28 won the fight with 32 asfs surviving)
- MAA should avoid indirect fire units (not just direct fire units)
- Fixed a bug where M28's ACU could cancel an upgrade part way through if it had previously started reclaiming something and an engineer then finished reclaiming the wreck
- Pond values should be reassessed in campaign missions and factor in the playable area
- Asfs should be more likely to commit the entire air force against enemy asfs if taking an air fight
- M28Easy should do very basic kiting with a fatboy if enemies get close to it
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