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    goblinsly2

    @goblinsly2

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    Best posts made by goblinsly2

    • RE: CPU performance tests

      I am a bit late to the game. But maybe someone will find it useful.

      I am using a very old pc, i5 2500k, 12GB ddr3 (dual channel) and gtx 1060 6gb. Right now my ram is set to 1600 9-9-9 xmp profile. I tested stock cpu vs 4ghz vs 4.5ghz. I am now in the process of testing how memory latency vs frequency affects the game. I used the replay someone here posted, the one ending with teleport to kill SMD and nuke destroying paragon. I attached the replay incase someone else wants to use it. First number is lobby score (best of 5), second is time to finish the replay attached using the cheat code wld_RunWithTheWind. I start counting the moment i see ingame map, i stop counting the moment i see "replay ended" message. I record the replay using OBS and use it to calculate how much it took without having to be sitting and waiting for replay to end. I also have FPSMonitor overlay with statistics running for some useful stats. Here are my results:

      I5 2500k@default 285 17:35s
      i5 2500k@4Ghz 246 15:48s
      i5 [email protected] 220 14:36s

      1620037747247-8097180-rename-to-dot-fafreplay.zip

      posted in General Discussion
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      goblinsly2
    • RE: M28AI Devlog (v230)

      @maudlin27 Just wanted to report that whatever crashes were happening with nukes are gone, played a 4 hour match with no slowdowns and problems.

      I wanted to ask you about ASFs, just to make sure my eyes aren't deceiving me. AI is using some strategy, like preventing overkilling in ASF vs ASF battles ? In battles when it seems we both have equal amount of ASFs and i do attack move, my ASF's drop like flies and he seems to keep most of the planes.

      It's great for practicing air combat for total air beginner like myself. But just wanted to see if im using attack move wrong, or AI is making air calculations that just arent possible for me. Like AI checks health of a single ASF and then only uses amount of its own ASFs targeting this plane enough to kill it. How do pros do it against this AI in air battles?

      posted in AI development
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      goblinsly2
    • RE: Sorian AI - isn't it supposed to be better ?

      I tried also the rush variant and it is indeed more vicious early. I tried uveso vs 2 sorians and just now, uveso adaptive vs sorian adaptive, sorian air and sorian navy. Took some pics and videos also. Uveso obviously won all the games, but was getting hammered quite well early on, mostly by sorian air, which actualy did very good bomber runs (though never built a T2 airplane in like 90 minute game), doing lots of damage and also upped to T2 navy and did really lots of damage with destroyers. Uveso didnt react that well in this game, i expected T2 arty or/and T2 tacs. In previous game, it did wonders with a single T2 artilery, i thought to myself, there is an MVP unit. At moments i got pretty nervous when the commander got into the water next to like 10 T1 enemy subs, but it got out in time. Though experienced player would go for the snipe.

      Ok, then it somehow took out the air player, which was the only player actualy doing something of worth. Then the "navy" player who didnt get to T2 navy in 80 minutes of the game. And then the sorian adaptive who didnt do anything at all, except building the biggest T1 land spam i ever saw and just sat on his island, sending a transport every 10 minutes or soo. Had T1 mass extractors by minute 60 and by the end of the game, actualy upped some to T2. But it seemed like uveso had the most problems with this player. It sat tons of units in the water by the beach, occasionaly trying to rush with about 10 amphibious tanks, but getting slaughtered by about 150 mantises. Didnt use the experimental. It really should have used T2 navy to bombard the beach. It took a looooooong time for him to send a nuke, missing the commander that was sitting by the beach, but the second nuke got him. I wrote down some things that got into my mind as i was watching the game. Keep in mind that while i think as a programmer, i have no idea how the AI programming is actualy done in this game, its just pseudo thinking. Might be impossible to implement, might not even be smart to implement.

      1. sending transports from A to B, to the same point, over and over, no unit survives the landing. Between points A and B are stationary antiair, enough to drop everything. Would be cool if there was a way to assess a path and avoid it if it detects to much AA to actualy land

      2. Units, mostly in water, getting torpedoed, not sending torpedoes back (out of range) but not moving away either. A lot of T3 mailboxes got shot this way.

      3. As i already said, detect when arty/tacs and navy are needed

      4. maybe a plan who to kill in 1v more enemies ... instead of sending few transports to 1 enemy, then the next, etc.

      5. maybe defend expansion bases a bit ? If not with buildings, at least few units. It made like T2/T3 mexes on empty islands, only to be lost to enemy engies seconds later

      posted in I need help
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      goblinsly2
    • RE: M28AI Devlog (v230)

      Switched to new map, adaptive turtle beach. I notice M28 progressing and its great fun, everytime a new trick hits me 🙂

      Just a few things, sadly no replay because everytime this happens its over minute 50:

      1. SMD - M28 still gets surprised by nuke, perfect scouting is never possible. Me personaly i play it safe and go straight SMD after i build T3 power. Better safe than sorry
      2. Ally had tons of T3 gunships die to my nuke again
      3. When experimental is nearing the enemy base, their coms dont seem to adjust their actions, sometimes even moving towards the experimental. Wouldnt it make more sense that when they notice an experimental and have no adequate defences, they would run in the opposite direction of the experimental ? That way at least com would survive. Even if they have tons of gunships its a hit miss, since they first kill AA and that often draws them far away from experimental

      Great work !

      posted in AI development
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      goblinsly2
    • RE: Unrealistic rating

      I went into 2v2 game where my rating is about 300 and ended in a game with 2 other 300's and a 1900, obviously in the opposite team. With custom games its about 2 different maps all the time, i wonder where that nice 2v2 isis map is and similar maps. In the end, me and my friend, who belive it or not is even worse than me, went playing 2v2 vs uveso AI. On 5x5 map we won quite easily. Then went to 10x10 map and it was pure luck that we won - 1 of the enemy commanders stupidily went almost to the middle of the map while it was like minute 20, so we sniped him. Same with the other commander - he killed my friends base with bots and even had chicken coming, only to get killed by his destroyers at like mid map. That AI is really tough, the only thing i would change is the same thing i would change with human players - keep ur com hidden in ur freakin base if its past minute 10 or u will get sniped.

      Anyway i felt that i learned a lot more from this 2v2 game vs uveso than i did from that gap 6v6. I had to do so much multitasking and was quickly overwhelmed but knew what i need to improve.

      posted in I need help
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      goblinsly2
    • RE: M28AI Devlog (v230)

      I have a question. Is there any way to make your M28 AI teammate give you a unit ? I would like his engineer/sacu or any unit/building/exp that can make an engineer/sacu. tnx

      posted in AI development
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      goblinsly2
    • RE: M28AI Devlog (v230)

      Hi, i am playing against M28 everyday and i have tons of fun. Just 2 things to report and a question.

      1. For some reason on Rush me green V3, players dont utilise torpedo bombers. I see they build them and if u walk with experimental on small patch of water on land, they attack. But on main water they dont. So i just rush megalith's in water.

      2. Same for Strats and Exp bomber - they dont attack megaliths under water. Im guessing it has to do with depth of water ? Bomb from ahwasa doesnt damage mega

      Im playing with certain restrictions, mainly game enders. Latest replay is #24583934

      Question: since i mostly play only against AI, does it make any difference to AI, UI and how game behaves between opening a new game in FAF client, or just click play localy from FAF starter page and make new skirmish game ?

      posted in AI development
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      goblinsly2

    Latest posts made by goblinsly2

    • RE: M28AI Devlog (v230)

      Hi, i am playing against M28 everyday and i have tons of fun. Just 2 things to report and a question.

      1. For some reason on Rush me green V3, players dont utilise torpedo bombers. I see they build them and if u walk with experimental on small patch of water on land, they attack. But on main water they dont. So i just rush megalith's in water.

      2. Same for Strats and Exp bomber - they dont attack megaliths under water. Im guessing it has to do with depth of water ? Bomb from ahwasa doesnt damage mega

      Im playing with certain restrictions, mainly game enders. Latest replay is #24583934

      Question: since i mostly play only against AI, does it make any difference to AI, UI and how game behaves between opening a new game in FAF client, or just click play localy from FAF starter page and make new skirmish game ?

      posted in AI development
      G
      goblinsly2
    • RE: CPU performance tests

      @Jip said in CPU performance tests:

      I have experience with the 7800x3d and currently have a 7950x3d. They work great 👍

      Do you have any data on performance ? I am on 5600x and get severe lagging when playing with 11 M28's on 20x20 maps. After about an hour, depending on unit limitations, it will go down to -5. Mainly im interested on effect of x3d, to figure out if 5700x3d would be a worthy upgrade for me

      posted in General Discussion
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      goblinsly2
    • RE: M28AI Devlog (v230)

      I have a question. Is there any way to make your M28 AI teammate give you a unit ? I would like his engineer/sacu or any unit/building/exp that can make an engineer/sacu. tnx

      posted in AI development
      G
      goblinsly2
    • RE: M28AI Devlog (v230)

      Switched to new map, adaptive turtle beach. I notice M28 progressing and its great fun, everytime a new trick hits me 🙂

      Just a few things, sadly no replay because everytime this happens its over minute 50:

      1. SMD - M28 still gets surprised by nuke, perfect scouting is never possible. Me personaly i play it safe and go straight SMD after i build T3 power. Better safe than sorry
      2. Ally had tons of T3 gunships die to my nuke again
      3. When experimental is nearing the enemy base, their coms dont seem to adjust their actions, sometimes even moving towards the experimental. Wouldnt it make more sense that when they notice an experimental and have no adequate defences, they would run in the opposite direction of the experimental ? That way at least com would survive. Even if they have tons of gunships its a hit miss, since they first kill AA and that often draws them far away from experimental

      Great work !

      posted in AI development
      G
      goblinsly2
    • RE: CPU performance tests

      Did anyone test how much overclocking on R5 5600X helps the game ? Like enable XMP and/or do that tweak for up to extra 200Mhz boost ?The game is largely single core so extra boost on 1/2 cores would be very easy to cool.

      Any extra tweaks, like disabling multithreading or something else on this cpu ?

      posted in General Discussion
      G
      goblinsly2
    • RE: M28AI Devlog (v230)

      memory.JPG

      Crashed again. I checked both game times since youtube saved my livestream, 1 crashed at 47 min, the other at 49 min. Image is from last game that crashed, showing 1.8GB max
      I tried with bots, 6v6, same map, no crash after 1 hour, will try a longer game tomorrow to see if it crashes, one today ended prematurely to see if it would crash.

      posted in AI development
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      goblinsly2
    • RE: M28AI Devlog (v230)

      Sadly i don't have a replay even in my replay folder, seems it failed to make one after last crash. I will test stream M28 vs M28 on +10 and see how much ram is used by supreme commander. But for some reason i think it might have to do with audio capture. I use a plugin in obs so that i can stream game audio but not system audio - this is because i am chating with friend on skype while he watches the stream and he hears his echo if i dont disable audio output except sc game

      posted in AI development
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      goblinsly2
    • RE: M28AI Devlog (v230)

      Had another game crashed. I played this map in the very same configuration for 30 times without crash. It crashed only 2 times, both times i was streaming through OBS/youtube. Any idea how OBS could somehow mess the SC or affect its ram usage ?

      game_22809066.zip

      posted in AI development
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      goblinsly2
    • RE: M28AI Devlog (v230)

      If i spawn like 20 fatboys and have them shoot at eachother, my game will practicaly stop. Though that might just be projectile calculation, not necesarily anything to do with M28, granted im on an old i5 [email protected]. But playing 10s and 10s of games on the same map, i noticed that when there are UEF's, after 1h30m game will progressively become slower and slower. When there are no UEF's it is a lot better. Naturaly i thought of fatboys because otherwise i dont see anything unusual about UEF except fatboys and their strange projectiles (projectiles hitting fatboy when it explodes, u can just feel everything stop)

      posted in AI development
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      goblinsly2
    • RE: M28AI Devlog (v230)

      I play 1 game against M28 everyday and would like to thank you for your work - u have no idea how much fun i have after a working day, playing against M28 🙂

      I have a few observations, if u find them useful:

      1. Occasionaly M28 has problems regarding nukes. Namely, when i launch a nuke and its in the air, often he might go to where the nuke will land. I thought it was to lure the enemy but he sent to many planes there. And sometimes he will launch a nuke a few seconds after i do and target the spot that will be destroyed by my nuke
      2. when he spots enemy air experimental or gunships, he will often follow them with all their ASF's and get shreded in heavily SAMs fortified town (scouted). When he is fighting ASF vs ASF he will usualy stop, but when its about gunships or air exp he will send them to death often, barely shooting anything down
      3. sometimes we have a land experimental nearing our base while he goes with tons of gunships killing some very far away scouts and stuff

      ps: is there something special with fatboys or UEF in particular ? I find the games with UEF run a lot slower than games without them, particularly when fatboys move around. I did test and fatboys vs fatboys do indeed cause serious lag. Which is funny because ASF fights even consisting of like 1300 ASF's rarely cause more than -1 or -2. When u see fatboys around after 1.5 hours i can drop to -5

      posted in AI development
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      goblinsly2