Hi Maudlin27,
Thanks for your prompt response! Here's my feedback and follow-up on the points you raised:
Replay Upload:
Unfortunately, our last game was played on a local LAN setup, so no replay was saved. I’ll make sure to upload the replay from our next match for you to review once we've played another game.
AIx Overwhelm Settings:
Regarding the Overwhelm Rate, Overwhelm Interval, and Overwhelm Limit, I did notice that M28’s economy improves over time, but the build rate (e.g., engineers' build speed) didn’t noticeably change. One specific example: M28 was set to a (1.21.0) multiplier, with Overwhelm values of 0.1, 5, and 10. By the 28-minute mark, a T3 power generator should have been producing 25001.2(1.1^5) = 4831.53, but it was only producing 4000. Similarly, T3 mass extractors were only producing +28 mass/second when I expected them to be around +52.
40km Naval Map:
Yes, it was indeed a naval map, and it’s based on an older version you can find on the FAF client under the name "Durex 40km".
Paragon and Naval Battles:
The Paragon was outside of naval range, and the AI spent considerable resources on its navy. However, the AI couldn't effectively leverage its battleships. The players were able to focus fire with battleships and used nukes to clear specific targets, leading to a cost-ineffective navy for the AI. This allowed the players to cheaply fend off sea attacks.
T4 Air Attacks in Late Game:
M28’s air strategy was solid during the early and mid-game (with many successful gunship strikes), but by the late game, even though it had significant T4 air units, it stopped attacking aggressively. In that match, the defending player had about 300+ T3 sam AA, 500 ASF (with 50 T3 air factories constantly producing), as well as a large number of Aeon T2 move AA and cruisers; however, these defenses were spread thin across the map. Meanwhile, M28 had 10-15 CZARs, along with many gunships and ASFs, which could have broken through. I suspect M28 evaluates the total number of AA units rather than factoring in the map size and positioning when deciding whether or not to proceed with an attack.
Unit Sharing After Ally Defeats:
One observation was that once all of M28’s allies were defeated and their units were shared, M28 started attacking with those units, but by then it was too late. I suspect M28 isn’t accounting for the availability of allied units earlier in the match, which could have provided an advantage.
Bomber Snipes and ASF Response:
M28 did respond by sending ASFs to intercept once it detected T3 bombers, but my teammates deliberately distracted the ASFs by sending forward CZARs and Soul Rippers. This shifted the AI’s focus, allowing bomber attacks at the map’s edge to go unnoticed.
Misuse of ASFs:
In some cases, M28 ASFs would dive directly into dense anti-air zones, leaving behind large wreck fields. There were also times when the factory rally points were placed inside AA zones and remained there for the rest of the game.
Some Minor Suggestions for Improvement:
Allied Unit Management:
Multiple AI allies producing the same type of experimental units (like CZARs or Soul Rippers) don’t share them efficiently amongst each other. Perhaps consolidating some of these forces under the control of one stronger AI could make their use more effective.
Mass Extractor Sharing:
M28 AIs on the same team don’t seem to gift upgraded mass extractors to their allies. When one AI upgrades its mass points, sharing the upgraded extractors with allies could help boost their economies, especially on larger maps.
Engineer Sharing:
M28 AIs on the same team don’t share engineers, which could improve characteristic and construction efficiency.
Experimental Construction Prioritization:
M28 doesn’t seem to prioritize certain experimental units correctly. It often builds Salvation or Scathis, which are ineffective against shields, rather than opting for more impactful units like Paragon or Mavor.
-some m28and game setting:
1.5*1.5 (other def)
no mod open(only m28ai(v142) )
Thanks again for all your efforts. I’ll get you the replay from our next game as soon as possible for further review.