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Only issue is, I'm following your instructions in the installation readme and I can't seem to add the M28AI folder to the mods.scd file using Z-zip. When I click "add" in 7-zip it says "Operation is not supported". I tried dragging the folder in too, but it doesn't work. I'm probably doing something wrong. Any ideas? Thanks
Are you able to click and drag the M28AI folder into it in 7Zip? I get the same 'operation is not supported' with the add button, but click+dragging works ok
Only issue I have ran into so far is that it seems the AI doesn't like building normal ground units. It builds tons of engineers, uses those to build an experimental or two, then kites them around near the enemy base, retreating them the second any major attack occurs. The AI rarely backs those experimental's up with any real number of T1-3 units, with it usually only deploying a couple of mobile AA units and a mobile heavy arty or two.
It never sends in enough numbers to make a difference.
The only other thing is I would love if the AI used this mod:
Nuclear Repulsor Shields V23
Apparently it works with AI but in the test games I have played the M28AI never built any of the mega shields (and thus got owned by Aeon kill sats from the Black Ops mod)
Would it be possible to make the AI use these?
Thanks.
In order for a mod to work with the stock, or Sorian AI, a translation table that substitutes mod units, for units in the original unit table, has to be created. Since the author of TM is no longer around to support his work, this table doesn't exist for M28, and M28 makes choices not from this existing table mechanic, but thru some intelligent work using the classifications that are attached to units.
I have to imagine, that M28, seeing EXPERIMENTAL on those units, would just assume they are what they've been classed as, and since those particular units are quite weak in comparison to actual EXPERIMENTAL units, would not choose to build them.
While writing LOUD (which includes an adaptation of TM) I was faced with the same dilemma. Those units are not EXPERIMENTAL at all, just overpowered units from their own tier, reclassification was necessary in order to make the comparison with other units valid.
Thanks for the feedback. The choice of favouring experimentals over T3 land is a conscious one as the AI was primarily done for FAF where it can be hard to get enough T3 land to overwhelm an experimental in time, and mass for mass experimentals aren't that much worse than a mass equivalent of T3 land (but don't require lots of land factories to support them).
Doing a basic sandbox in steam to see if the balance is significantly different 1 GC seems comparable to about 17 percivals, so I'm inclined to leave M28's experimental land prioritisation for now.
In terms of its MAA escort in theory this should adapt based on your playstyle and what intel it has - i.e. if it sees you have lots of bombers/gunships and a stronger asf force it should get more MAA to support its experimentals. That said it might think it has the stronger asf force if it lacks good intel, and/or recognise it needs more MAA but struggle to produce them fast enough. I'd need a replay to consider further but it'd be unlikely to result in a significant change.
In terms of T3 mobile arti that will depend on what units you build - e.g. it should build more if you're trying to build a firebase near its base (and it has intel of it).
I'd expect it to build the village shield generator in some rare cases (essentially if it is trying to build a game-ender and surround it with 6+ shields, there's a chance 1 of those shields might be an experimental shield). It won't try and build most of the shields though since they're larger than the normal size (so wont fit in its shield template for game-enders), while their cost means it wont want to build it to cover units other than a game-ender or T3 artillery.