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    AI Development Guide and M27AI v74 Devlog

    Scheduled Pinned Locked Moved AI development
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    • veteranasheV Offline
      veteranashe
      last edited by

      I missed your reply, I was just more curious if, you think, there would be some gain by having the ai count the mexes in the map and then use that to change build order and tactics.

      maudlin27M 1 Reply Last reply Reply Quote 0
      • maudlin27M Offline
        maudlin27
        last edited by

        v73 update
        Mini-update - fixed incompatibility with M28 (that could break M28 if they were both in the same game), and updated some hardcoded values on energy storage to reflect the recent FAF balance changes requiring more energy for overcharge.

        M27AI and M28AI developer; Devlogs and more general AI development guide:
        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
        https://forum.faforever.com/topic/5331/m28ai-devlog-v130

        1 Reply Last reply Reply Quote 1
        • L Offline
          Laso
          last edited by

          Hi, i played a game with M27. He builded some satellites and fired at my T3 arty. The satellites did damage to all schields and not only to the one it hits. it would be nice to take a look.
          https://replay.faforever.com/20797133

          maudlin27M 1 Reply Last reply Reply Quote 0
          • maudlin27M Offline
            maudlin27 @Laso
            last edited by

            @laso If the shields overlap then that's a FAF game balance feature - when 1 shield takes damage, any overlaping shield takes a percentage of the damage (around 10% I think)

            M27AI and M28AI developer; Devlogs and more general AI development guide:
            https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
            https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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            • maudlin27M Offline
              maudlin27 @veteranashe
              last edited by

              @veteranashe While it's still far weaker than a human, the latest version of M28 (v32) should do better on 1 mex maps

              M27AI and M28AI developer; Devlogs and more general AI development guide:
              https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
              https://forum.faforever.com/topic/5331/m28ai-devlog-v130

              1 Reply Last reply Reply Quote 0
              • maudlin27M Offline
                maudlin27
                last edited by

                v74 Update
                Minor bugfixes that I noticed when I was testing M28 against M27 (relating to the FAF mobile factory change and the Aeon gun upgrade change)

                M27AI and M28AI developer; Devlogs and more general AI development guide:
                https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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                • maudlin27M Offline
                  maudlin27
                  last edited by

                  v75-76 updates

                  • v75 - AI ratings support added
                  • v76 - Fixed an issue with M27 tracking weapon fire events (to support a relocation of the underlying code in FAF that took place last summer)
                  • v76 - Fixed the warning message given to allies when a nuke launcher is detected, so instead of saying "M27OverseerEnemyNukeLaunchers" detected, it will now give the name of the unit.

                  M27AI and M28AI developer; Devlogs and more general AI development guide:
                  https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                  https://forum.faforever.com/topic/5331/m28ai-devlog-v130

                  1 Reply Last reply Reply Quote 1
                  • maudlin27M Offline
                    maudlin27
                    last edited by

                    v77-78 updates

                    • v77 - Fixed a bug caused by a change in category in the paragon
                    • v78 - Fixed a rare bug that could break M27's engineer logic

                    M27AI and M28AI developer; Devlogs and more general AI development guide:
                    https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                    https://forum.faforever.com/topic/5331/m28ai-devlog-v130

                    1 Reply Last reply Reply Quote 2
                    • R Offline
                      Resin_Smoker
                      last edited by

                      So any advice (or examples) on setting up custom units to be used by the AI, as I'm sure this has changed since I was last around.

                      Kykhu Oss https://youtu.be/JUgyGTgeZb8
                      Unit Thrower https://youtu.be/iV8YBXVxxeI
                      Beam Tentacle https://youtu.be/le5SNwHvC4c
                      Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                      Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

                      maudlin27M 1 Reply Last reply Reply Quote 0
                      • maudlin27M Offline
                        maudlin27 @Resin_Smoker
                        last edited by

                        @Resin_Smoker Enable the mod with the custom units.

                        I.E. M27 and M28 should automatically make use of custom modded units, provided the categorisation of the custom unit blueprint aligns with a category M27/M28 is trying to build (the majority of the time I’d expect it to). You could use unit restrictions to disable default versions of units to make it more likely it picks the modded version instead but M28 will handle unit restrictions better

                        M27AI and M28AI developer; Devlogs and more general AI development guide:
                        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                        https://forum.faforever.com/topic/5331/m28ai-devlog-v130

                        R 1 Reply Last reply Reply Quote 0
                        • R Offline
                          Resin_Smoker @maudlin27
                          last edited by

                          @maudlin27 So just the unit categories is all that's needed... nice!

                          Now if someone could fix the custom unit icons so they work without having to copied into every factions folder that would be sweet.

                          Kykhu Oss https://youtu.be/JUgyGTgeZb8
                          Unit Thrower https://youtu.be/iV8YBXVxxeI
                          Beam Tentacle https://youtu.be/le5SNwHvC4c
                          Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                          Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                          • maudlin27M Offline
                            maudlin27
                            last edited by

                            Just a note that if you want to play M27 you'll need to play it on FAF Develop, as the last FAF release broke certain AI functionality and means M27 won't work. This should be fixed in the next FAF release.

                            M27AI and M28AI developer; Devlogs and more general AI development guide:
                            https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                            https://forum.faforever.com/topic/5331/m28ai-devlog-v130

                            1 Reply Last reply Reply Quote 1
                            • D Offline
                              Devyatyi9
                              last edited by Devyatyi9

                              i have a game crash with mod M27AI or M28AI
                              https://pastebin.com/T9hZyXY0

                              warning: (xsc9011) has no death weapon or the death weapon has an incorrect label!
                              warning: defaultunits.lua OnImpact: did not find a deathWep on the plane! Is the weapon defined in the blueprint? xsc9011
                              warning: Unable to load texture: c:\programdata\faforever\gamedata\units.nx2\units\urb2302\urb2302_specteam.dds
                              
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                              • maudlin27M Offline
                                maudlin27
                                last edited by

                                Not clear that it's M28 that's causing it, the mod list looks like it is quite long:
                                info: MOD LIST SET TO:
                                info: RNGAI (faf0863e-4c91-4bc0-ac2d-20e3f69432d5)
                                info: AI-Swarm (a13ac591-b2d9-4d94-0285-3d4b3cce6b97)
                                info: AllFactionsFixed (58c232c2-f7e8-4256-8892-85fbb9687a69)
                                info: AI-Uveso (62e2j64a-AIUV-112-89465-146as555a8u3)
                                info: M27AI (f27c55b4-v078-55b4-92b6-64398e75e23f)
                                info: OOF ACU Death Sound (BBEFBDF1-3C21-4CD6-89EE-86EA42218C0C)
                                info: Redux Strategic Icons Small (redux-icons-small-01)
                                info: M28AI (fnewm028-v115-55b4-92b6-64398e7ge43f)

                                This error appears a lot at the end of the log:
                                warning: Unable to load texture: c:\programdata\faforever\gamedata\units.nx2\units\urb2302\urb2302_specteam.dds
                                So it could be a graphical issue.

                                My suggestion would be to turn off as many mods as possible and see if you still get the error, and also post that error/link to the log on the technical support forum in discord (or here) to see if anyone else has an idea what the issue would be.

                                M27AI and M28AI developer; Devlogs and more general AI development guide:
                                https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                                https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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