Environment
- Game: Supreme Commander: Forged Alliance (FAF)
- AI: M28AI
- Mode: AI takeover after player defeat
- Difficulty: Occurs against standard AI of comparable or lower difficulty
Description
When M28AI takes control of a player ACU (after player defeat or AI takeover), its performance drops significantly compared to normal M28AI instances that start from game initialization.
The takeover AI consistently underperforms and frequently loses against other AI opponents, even when inheriting a stable or advantageous game state (economy, map control, or unit count).
This behavior suggests a potential issue with takeover logic, state inheritance, difficulty scaling, or internal rating configuration.
Observed Behavior
-
Poor unit micro and inefficient engagements.
Frequently builds counters too late and reacts too slowly to enemy unit compositions.
-
Questionable positioning and expansion decisions.
Does not build mass storage until T3 stage, resulting in inefficient mass utilization during T1/T2 phases.
-
Slow or ineffective tech progression.
Prioritizes ACU gun upgrades instead of teching up or transitioning into RAS when economically viable.
-
Frequent losses against standard AI opponents of comparable or even lower difficulty levels.
Expected Behavior
- The takeover M28AI should perform at a level consistent with its configured difficulty.
- It should properly evaluate inherited eco state and adapt tech progression accordingly.
- It should scale with lobby AI settings or TrueSkill configuration.
Question / Suggestion
- Is it possible to allow players to choose which AI controls their ACU in case of takeover?
- Currently, it feels like the takeover AI is locked to a fixed internal rating (possibly equivalent to ~ 270 -405 TrueSkill), regardless of lobby settings.
- Is this intended behavior?
- If so, could this be made configurable (AI personality or difficulty selection for takeover)?
Environment
Description
When M28AI takes control of a player ACU (after player defeat or AI takeover), its performance drops significantly compared to normal M28AI instances that start from game initialization.
The takeover AI consistently underperforms and frequently loses against other AI opponents, even when inheriting a stable or advantageous game state (economy, map control, or unit count).
This behavior suggests a potential issue with takeover logic, state inheritance, difficulty scaling, or internal rating configuration.
Observed Behavior
Poor unit micro and inefficient engagements.
Frequently builds counters too late and reacts too slowly to enemy unit compositions.
Questionable positioning and expansion decisions.
Does not build mass storage until T3 stage, resulting in inefficient mass utilization during T1/T2 phases.
Slow or ineffective tech progression.
Prioritizes ACU gun upgrades instead of teching up or transitioning into RAS when economically viable.
Frequent losses against standard AI opponents of comparable or even lower difficulty levels.
Expected Behavior
Question / Suggestion