M28AI Devlog (v136)
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v134 Update
Another 13 changes, including:- Greater focus on ecoing, with mexes being more likely to upgrade if held for a long time, while making it more likely mexes are prioritised over factories if stalling mass
- ACU should be more likely to get high value reclaim near it if it's not in immediate danger, even if it would like to get a gun upgrade
- Slightly reduced the amount of engineers to be built in cases where the zone has run out of assignments to give them relatively recently
- 4 LOUD specific changes, including fixing a bug that would result in lots of land factories upgrading at once, and reducing MML production where the enemy has TMD.
Acknowledgements
Vortex - A number of LOUD replaysv135 Update
Re-uploaded as I forgot to turn off some debugging options. -
v136 Update
18 changes and fixes including:- Disabled some of M28's kiting logic if it has poor intel
- Improved experimental targeting when faced with an enemy under shields (so they should focus down the shields first)
- Fixed a bug that meant submarines wouldn't run from torpedo bombers
- 6 LOUD specific changes (Aeon land experimental preferences, and various gunship adjustments)
Acknowledgements
- Vortex - several replays
- Azraeel - Replay that highlighted the bug with subs not retreating
- Kemi - Replay showing overbuilding of protector bots in LOUD
- Waffelznoob - Replays of M28 being crushed, and crushing
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Hello everyone, I have a little thought for amphibious units that move underwater. I can cite the GC as an example. When the AI โโuses this unit, I have often found that the unit will stall in the water on banks if enemies are too close to the water. The problem, however, is that submarines or other enemies with torpedoes also attack them and the GC makes no real attempts to save itself. Or rather take up the fight on land, where he also has weapons.
Unfortunately I have no idea whether this can be fixed. But oh man, what hasn't the M28 already accomplished
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@saver Anything like that Iโd need a replay to assess as there will be competing logic:
-Retreat to avoid damage from subs
-Avoid a cycle of retreating and advancing all while taking damage without doing anything
-Avoid making landfall to die to a superior force
-Avoid overreacting to a small naval threatThe logic will likely have room for improvement in specific scenarios