FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. maudlin27
    3. Topics
    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!
    maudlin27M Offline
    • Profile
    • Following 0
    • Followers 8
    • Topics 23
    • Posts 1,211
    • Groups 2

    Topics

    • maudlin27M

      Player Modifier PCx - balance games between different rated players

      Watching Ignoring Scheduled Pinned Locked Moved Modding & Tools
      3
      1
      6 Votes
      3 Posts
      94 Views
      maudlin27M
      I'd expect it to be compatible with mods that change blueprint values on units to alter their resource generation values. It might be compatible with mods that change resources/similar it might not (I've not tested, but if I was to guess I'd expect it to be compatible).
    • maudlin27M

      AI vs AI Tournament series

      Watching Ignoring Scheduled Pinned Locked Moved Tournaments
      7
      4 Votes
      7 Posts
      258 Views
      maudlin27M
      AI tourney: 10km Twin Rivers Since the vote on the next map for the tournament was tied between twin rivers and white fire, I decided to go with Twin Rivers. Each AI faces off against M28AI in a 1v1 on Twin Rivers to see what AIx build and resource cheat multiplier it needs to win half of its games. Setup M28AI will fight against the enemy AIx using mirrored factions. Based on how heavy the win/loss the AI modifier gets adjusted to try and quickly arrive at the AIx modifier that means half of games get lost and half get won; in some cases where significant factional differences are suspected or I have the patience to run more games, games will be run with each faction to identify the lowest modifier required with that faction for the AI to win. Results will then be displayed for the estimated modifier (e.g. if an AI wins with a 1.2 modifier with 3 factions, but a 1.1 modifier with 1, then it is assumed the 3 factions would draw with a 1.15 modifier, and the other faction would draw with a 1.05 modifier, meaning it's shown with a modifier of 1.125, i.e. (1.15*3+1.05)/4. Changes to AI Since the last tournament there have been minor updates to M28AI and RNGAI, and more interestingly a new AI mod is on the FAF vault, currently on v102, called Vanguard AI. See the 5km tournament for details on other changes made in the previous 3 years The results Summary AI Name AIx modifier needed to win half of games M28 Adaptive 1.0 M28 Easy 1.0625 M27 1.0625 RNG Standard 1.175 DilliDalli 1.25 LOUD 1.375 Sorian Edit 1.475 Adaptive 1.6 Uveso Rush 1.6 Steam: Sorian Adaptive 1.65 Vanguard 1.7 Sorian adaptive (FAF) 1.825 Steam: Nutcracker 1.8625 Steam: Adaptive 1.925 Swarm terror 2.375 Detailed results The full results including the data used for the above graphs can be seen in the Data worksheet of the following file: https://docs.google.com/spreadsheets/d/101PqVFKozMaWcHbaceIbabLGDsfdnoY-/edit?usp=sharing&ouid=100973959280546778272&rtpof=true&sd=true Other Observations M28 was generally hurt by going for navy on one of the ponds, with a significant mass investment for minimal benefit AIs with high modifiers would typically win with nukes or an early experimental M28 was able to win and hold both plateaus in almost every game it won Land played a significant role with air generally not having much impact unless an early air experimental from a high AIx modifier, or M28 using gunships defensively Swarm's poor performance (most AI would be expected to require a lower AIx modifier the larger the map) appeared due to not building/using anti-air units effectively until late in the game allowing M28's gunships to attack its tanks with impunity Games on LOUD would generally go on far longer than on FAF (despite it being a 10km map which I thought might be enough to mean shorter games - I was curious whether LOUD's typically long game times are due primarily to its preference for 20-40km map sizes). My guess is a significant part of the reason for the long game times is the effectiveness of shielding (e.g. no shield damage overflow and rapid recharge times meant M28 in one game built more than 8 T3 artillery before it could break through T3 shields, in another game a mavor and 3 T3 arti were not sufficient for it to break through) I've updated the 5km tournament results to include the new Vanguard AI, and also to re-run all the steam results in case they were affected by a subsequent bug discovered that could cause AIx overwhelm settings to be enabled and adjust resource multipliers (however the steam results only changed marginally so the bug didn't appear to have had a significant impact) The average AIx modifier on twin rivers was 1.57, compared with 1.9 for Theta Passage. Such a decrease is expected since as the map size increases ACUs have less impact, it takes longer for land units to reach the enemy (so greater risk of being defended and/or out-teched by the units they meet), a greater proportion of mexes tend to be outside the core base (meaning greater benefit from the initial expansion boost provided by a build rate modifier), the economy (and hence resource modifier) generally plays a bigger role due to this, and high impact units that can end the game without significant investment to defend against them (like a land experimental or a nuke built with a build rate modifier) become much easier to build (more resources, and more time).
    • maudlin27M

      What are the FAF rules?

      Watching Ignoring Scheduled Pinned Locked Moved Frequently Asked Questions
      1
      3 Votes
      1 Posts
      546 Views
      No one has replied
    • maudlin27M

      Make modded games visible and ranked

      Watching Ignoring Scheduled Pinned Locked Moved Suggestions
      12
      0 Votes
      12 Posts
      826 Views
      IndexLibrorumI
      Another small UI change that could help would be to add a message like this to the bottom of the game list: [image: 1719190270705-29515a13-deb5-4237-bdf8-eb3adfbecf38-image.png] Just to remind people these games are there. Ideally, clicking the message should un-hide the modded games.
    • maudlin27M

      Mini27AI

      Watching Ignoring Scheduled Pinned Locked Moved AI development
      2
      7 Votes
      2 Posts
      358 Views
      maudlin27M
      V2 update - fixed a bug where attacking units wouldnt get new orders when their target was dead. Also updated the wiki with a diagram of how the logic works: https://wiki.faforever.com/en/Development/AI/AI-Modding#overview-of-mini27ais-logic
    • maudlin27M

      FAF login issues

      Watching Ignoring Scheduled Pinned Locked Moved Announcements
      3
      1 Votes
      3 Posts
      2k Views
      maudlin27M
      For the benefit of those who haven't seen the discord announcement, a new version of the client was released a couple of hours ago.
    • maudlin27M

      FAF client - chat disabled

      Watching Ignoring Scheduled Pinned Locked Moved Announcements
      1
      1 Votes
      1 Posts
      664 Views
      No one has replied
    • maudlin27M

      Website faction text - vote for preferred wording

      Watching Ignoring Scheduled Pinned Locked Moved General Discussion
      11
      4 Votes
      11 Posts
      866 Views
      C
      https://github.com/FAForever/website/pull/540
    • maudlin27M

      Logged out of client while waiting for a match

      Watching Ignoring Scheduled Pinned Locked Moved FAF support (client and account issues)
      2
      0 Votes
      2 Posts
      161 Views
      S
      You only actively get logged out when there is a failure to refresh your access token. We have to log out then because we can't use the API fully until you reauthorize.
    • maudlin27M

      M28AI Devlog (v322)

      Watching Ignoring Scheduled Pinned Locked Moved AI development
      717
      2
      17 Votes
      717 Posts
      3m Views
      maudlin27M
      v322 Update 32 changes, including: Asfs should do a better job at protecting game-enders from enemy strat snipe attempts ACUs should be more likely to run if they represent only a small amount of the total allied or enemy threat (due to the risks of being easily focused down) Reduced naval factory assistance in low value ponds Various late-game changes, including optimising an issue that could cause the game to pause for half a minute when M28 started building a game-ender Various LOUD specific changes Acknowledgements Relent0r - replay vs M28Easy (following which I made M28Easy less likely to build sniperbots since it doesnt kite with them)
    • maudlin27M

      Spawn ACU at start positions

      Watching Ignoring Scheduled Pinned Locked Moved Modding & Tools
      6
      6 Votes
      6 Posts
      655 Views
      maudlin27M
      Version 2 - The mod should now work on campaign maps (although I've only confirmed on one of them, and I'm assuming there aren't any custom maps with cutscenes that last more than 2 minutes)
    • maudlin27M

      Upcoming balance changes

      Watching Ignoring Scheduled Pinned Locked Moved Balance Discussion
      6
      0 Votes
      6 Posts
      1k Views
      D
      Thank you for this craptonn of work. amazing stuff so far Wanted to know, is this any way to ask AI to share a unit? Like a T2 engi for Cyb hive or sacu Also does it understand map pings?
    • maudlin27M

      TMM with computers on the same connection

      Watching Ignoring Scheduled Pinned Locked Moved FAF support (client and account issues)
      1
      1 Votes
      1 Posts
      141 Views
      No one has replied
    • maudlin27M

      Fix walls blocking shots from behind

      Watching Ignoring Scheduled Pinned Locked Moved Balance Discussion
      4
      1
      0 Votes
      4 Posts
      564 Views
      R
      Seraphim walled PDs still largely useless (at least on Open Palms)
    • maudlin27M

      Error uploading mod

      Watching Ignoring Scheduled Pinned Locked Moved FAF support (client and account issues)
      2
      0 Votes
      2 Posts
      209 Views
      S
      Yes there is a config error on the server with how mods are uploaded that should be resolved soon
    • maudlin27M

      AI Development Guide and M27AI v81 Devlog

      Watching Ignoring Scheduled Pinned Locked Moved AI development
      220
      15 Votes
      220 Posts
      67k Views
      maudlin27M
      Hi, I'd recommend M28 for better mod compatibility. Although in theory M27 should work with unit mods, I'm not actively looking to expand it's compatibility, and in the case of BrewLAN as the FAF vault version is broken (at least the last few times I've checked) it's not something I'd be looking to fix at this stage (although if the FAF vault version does get fixed then I'd be open to investigating the issue you mention of M27 not working at all with the mod enabled)
    • maudlin27M

      Player Councilor elections - shorten future timeframe

      Watching Ignoring Scheduled Pinned Locked Moved Suggestions
      4
      7 Votes
      4 Posts
      609 Views
      FtXCommandoF
      Most positions are closed or appointed. Moderation Councillor is voted upon by the current moderators. Balance Councillor is voted upon by the current balance team. Game Councillor is effectively appointed because like 2 dudes even touch the lua repo. DevOps precedent has basically been appointment but that's because there hasn't been a situation of multiple qualified candidates wanting to have the position. And so on and so forth. For Player Councillor to operate in a similar fashion you'd need it to basically be like the trainers, TDs, and matchmaker team vote for their manager but the whole issue here is that these teams are quite fluid and low in barrier to entry. If I had a closed election like this, I'd have 4 dozen complaints about rigging the vote because I didn't let some dude that hadn't logged onto FAF for 3 years that had a trainer avatar in 2017 for a few months participate etc. Same thing with TDs. I already dealt with a ton of moaning because I would remove people as TDs if they failed to host a tournament within the last year, imagine that also carried the loss of some voter privilege.
    • maudlin27M

      Help with beginner AI development

      Watching Ignoring Scheduled Pinned Locked Moved AI development
      3
      2 Votes
      3 Posts
      524 Views
      UvesoU
      @maudlin27 if you want to know what the AI is actual building and what platoonbuilder is used for it, then you could use my AI mod to debug this. If activated my mod provides the following debug outputs: DEBUG: AI Platoon names will show the name of the actual platoon on every unit. DEBUG: AI BuilderManager will print the actual ordered buildplatoon to the moho debug window ([F9]) [Edit] if you need help with debugging, just post your mod here or on discord and we will look at it.
    • maudlin27M

      Can Hotkeys be customised?

      Watching Ignoring Scheduled Pinned Locked Moved Game Issues and Gameplay questions
      4
      0 Votes
      4 Posts
      407 Views
      maudlin27M
      Thanks, if you could share the mod that’d be great!
    • maudlin27M

      Veterancy bug

      Watching Ignoring Scheduled Pinned Locked Moved Game Issues and Gameplay questions
      3
      0 Votes
      3 Posts
      259 Views
      DeribusD
      Units can only get 1 veterancy level per kill