@jcvjcvjcvjcv Yeah whats really happening there, is that your arty is out of range. Thats why you cant target the structures. You imagine the T3 arty has unlimited range, but it really doesnt have that much range.
Posts made by Teralitha
-
RE: Is It Me, Or Has T3 Artillery Become OP
-
RE: AI Development Guide and M27AI v74 Devlog
The thing is... a single SMD can shoot down multiple nukes if it has enough loaded. Nukes travel slowly, so it would take like 3-4 nukes dropped at the same time to get past a single smd that is loaded with enough to stop them all. Anyway, I hope you can make an adjustment so the AI isnt over reacting to a nuke possibility and wasting resources. And seriously consider getting rid of the gifting, except in very extreme cases.
Those are all the main issues I see with the AI currently in my opinion.
Major:
- Too much gifting(and possibly not returning to owner)
- Too many SMD
Minor:
- Producing way too many T3 engineers for their eco level.
- Not protecting base well enough with shielding and AA vs other M27AI that are going heavy on Air.(Pretty much every match i use M27 in, they all go berzerk with air units and spider bots)
Oh yea one other minor issue I forgot about, If the AI builds a naval factory, every AI team member will send some engineers over to aid it. Looks like the factory is surrounded by a rainbow. (And they only ever build one factory even when I set the options to be able to build more than one) I mean, that part makes sense, but they never aid my naval factory But really, they should be using their mass on their own production, because usually those AI are not doing so well on eco themselves.
-
RE: AI Development Guide and M27AI v74 Devlog
Yea it wasnt the best example in that replay. Ive seen it happen more prominently on different maps.
So.. my cybran submarine can build nukes too. Does the AI react to that by building more SMD? perhaps I can trick the AI into wasting more resources into SMD then by building a bunch of subs...
-
RE: AI Development Guide and M27AI v74 Devlog
Well, if it is intended that they gift Pgens back, I have never see it happen. All ive seen is once they have been gifted to someone, its permanent. I think the replay I just gave you should show this. And if they are gifting them to me, I am unable to gift them back. I believe that is something you would have coded into the AI, to not allow a player to gift them anything. If I notice they have given me something, I will usually control K them. I still think you should remove PGEN gifting at all.
I watched that replay back today and I saw that the red AI actually built 3 smd's(EDIT: Actually they built 5 of them which were all destroyed by artillery and then they promptly built 3 more! After which they got hit by a nuke and died...) and they were turning them on and off repeatedly. Definitely needs a change.
-
RE: AI Development Guide and M27AI v74 Devlog
Here is a new replay where the AI is seen having built 2 SMD nearly next to each other, both of which have nothing loaded, and that AI got destroyed by a nuke... https://replay.faforever.com/18075538
I only saw what was current on my team while playing. The dark red colored AI in the south is the one in question. Others may also have built multiple smd but I didnt watch the replay.
-
RE: AI Development Guide and M27AI v74 Devlog
Unfortunately, my recent game where I saw multiple smd, the replay didnt record the latter part of the game where this was happening. The replay ends halfway into the match. If I find a replay where it happens Ill post one later. Also, the AI is still transferring control of Pgens over to me. This is kind of an issue because whatever gets transferred, either to me or another AI, which is usually T1 or T2 Pgen, never gets reclaimed. They usually reclaim lesser PGens later on, but they wont do it for ones that are transferred, whcih then clutters up their base. It might be better if the AI never transferred any structures at all. Resources are generally shared anyway, so its not necessary. Ive watched the AI transfer power over to me (The resource, not the structures) SO them gifting Pgens really is not necessary at all.
-
RE: AI Development Guide and M27AI v74 Devlog
When it comes to air control, I usually dont focus on making air units myself, but instead I send out SACU's to my allies to build SAMS and Shields around their bases since they dont do much of that themselves. M27 tends to focus only on offence. But I only do this if I am able. In games where I cant support them in time they will tend to die a slow death from air attacks or novax picking on their shields. They would do much better if they would build more shields and sams since M27 heavily builds air. I hardly ever need to build anything to defend against a ground assault. I usually get away with building one experimental and just have it at the front line with some sams and some other static defenses. Even if my base is in the front, my main worry is defending against a ground experimental, nukes and t3 artillery. I never get assaulted by waves of ground units with M27. But perhaps that is just reactionary. its usually waves of engineers trying to steal all the mass points.
-
RE: AI Development Guide and M27AI v74 Devlog
Feedback: AI defending against yotha(seraphim chicken experimental) I watched as a single yotha casually strolled through 2 of my allied M27 team mates wiping them out entirely with barely a scatch. One of the defending AI had a sizable group of T3 tanks that they brought to deal with the chicken. Only they didnt. They would approach the chicken at the very edge of the chickens range, and never even try to get in range of their own weapons. They kept retreating out of their weapon range and all got destroyed while doing no damage whatsover to the chicken. My 2 AI teammates were doing better than me in this battle. I had been nuked and was struggling to make any progress. When i saw the chicken coming, and I saw my teammate with a group of 20-30 T3 tanks along with some turrets in the base, I figured they could handle it no prob. But not so. The above happened and the chicken wiped them out easily then moved on to wipe my next teammate in the same fashion.
My assumption here is that the AI are programmed to be a bit too cowardly. Maybe in general, or maybe when on defense. they should have had little trouble dealing with the chicken. Its rather strange how the AI behaves when its my team vs their team.
For example, if I send a monkeylord to an enemy base, the AI will respond by quickly making a huge swarm of t1 bombers. The AI on my team didnt do that. Maybe the AI responds differently to different threats? I dunno. But I have seen the AI on my team get wiped out by a single monkeylord before too. The more I play with this AI the more It seems like the AI on my team plays dumb while the enemy plays smart. I had one team mate that far exceeded me in eco and everything, I thought for sure we were gonna win. But when I look at their base... no artillery... no nukes... no experimentals.. Yet the enemy team will be droppin nukes and marching experimentals, dropping arty on all of us.
As I said, its feels like when the AI is on my team, they dont play very smart or do much, but the enemy AI always seems to be geniuses and gets way ahead of my team on everything. I will say this, my team loses alot. I have won sometimes, but its hard, usually because my team never does very well compared to the enemy team. Its as like, if I dont carry my team, Im pretty much guaranteed to lose with this AI on my team. It gets a little frustrating.
I also want to mention, of all the games ive been playing with M27, I dont believe Ive ever seen them build a GC before. I see monkeylords often, chickens less often. Dont think ive ever seen a crab either. Or a czar. I did once see asswasher. Nukes are pretty uncommon as well. I am seeing the AI build multiple nuke defenses, which is quite inefficient. Thats alot of their mass being wasted.
Anyway, to sum up
- AI plays too cowardly with ground units, and as a result gets decimated without doing much. If I had to guess, Id say the AI treats all T3 ground units as a spiderbot regardless of their actual weapon ranges, and as a result, will get killed by units that outrange them without actually closing the distance and engaging.
- Builds too many nuke defenses, essentially wasting a ton of mass.
I have always been playing with random factions, but Im gonna be testing with all one faction vs all one faction to see how the AI handles such matchups. And really to see what they build compared to others.
-
RE: AI Development Guide and M27AI v74 Devlog
I am still unable to use overcharge while using this AI in my game.
EDIT, correction, it is working, however, Im not getting any audible notification that its available like you normally do. At least, not at first. It starts giving audio and visual que's after you fire it a few times. However, Im not sure if this is caused by M27..
-
RE: FAF Aeon Campaign Doesnt Progress
Yes playing offline trying to play the campaign as aeon. I completed the campaign once as cybran, but not with faf, that was done in the vanilla game, but in the faf version it is still recorded as having been completed, so I started over as aeon since I havent done that yet. Just tried playing faf campaign offline again yesterday and it still wont progress. I take it this hasnt been fixed yet. Or am I doing something wrong.
Should I clear out old data or something? If so, how.
-
RE: Unable to re connect to co-op game(Error Message pasted
Sorry i didnt respond sooner, this was actually because I chose the 'rehost' option instead of exiting to windows. once I closed everything down I was then able to rejoin games.
-
RE: AI Development Guide and M27AI v74 Devlog
Im still seeing the AI take control of my naval units, but its not all the time now. They are occasionally grabbing a few of my ships to move in their naval groups.
-
RE: AI Development Guide and M27AI v74 Devlog
Just a suggestion, what if instead of a one size fits all AI, you make a couple different AI for different roles. Like one that focuses on navy, one that focuses on air etc. Trying to make one AI do it all could be difficult to balance perfectly. Depending on map positions, I would want certain AI to perform focused roles, and that is what is missing from alot of modded AI's i see out there, with the exception of sorian which does make several role focused AI. (That arent as good as they could be)
-
RE: AI Development Guide and M27AI v74 Devlog
@maudlin27 Okay so I tested it and its fine. I think what happened is I reached unit cap.
-
RE: AI Development Guide and M27AI v74 Devlog
Is there an arbitrary limit placed on the m27 AI on how many nuke launchers if can build? Just wondering because in my current game I built 4 nuke lanchers, but for some reason only 1 will allow me to build nukes, the rest I have built cant. Not sure if its because of the mod but Im thinking it is.
-
RE: AI Development Guide and M27AI v74 Devlog
https://replay.faforever.com/18009052
Keep an eye on Gray, they are one of the biggest cuprits that send out all the engineers groups Also, I looked at every AI, and they at any given time will have anywhere from 50-90 T3 engineers each. That seems very excessive to me. They never ever have enough mass to warrant having so many engineers.
Check this out - https://i.imgur.com/JwDscQD.jpg
-
RE: AI Development Guide and M27AI v74 Devlog
Yeah could be an issue with FAF. In vanilla I can overcharge. On a different note, with M27, something that is a bit annoying is when I build an T3 arty, AI will send over engineers to help me build it sometimes, and thats ok, but the problem is when they also start building their own T3 Pgens next to it. Im not sure if that matters whether or not an allied PGEN will give the connection boost to the arty or not, but I dont think its intended.
Another little issue Im seeing on occasion, the AI will send out a cluster of T3 engineers toward the enemy bases that behave as though they are combat units on the offensive, and they just die.
https://i.imgur.com/qBuXOVK.jpg -
RE: AI Development Guide and M27AI v74 Devlog
Seems to be a problem overcharging. Not sure if its because of your mod or not. But its the only mod Im using so a good chance.
Problem is I cant do overcharges. The button is never highlighted no matter how much energy I have stored.
-
RE: Is It Me, Or Has T3 Artillery Become OP
@jcvjcvjcvjcv Speaking of which, it seems that you cant manually target structures with your t3 arty, only units... Is that how it is for everyone, or was I experiencing a bug.