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Messages - ooni

#46
General Discussion / Re: Just a quick thanks!
March 01, 2010, 06:39:55 AM
You are welcome guys...
Wait... I haven't done anything. :P

Rizon, TeknoGods, and StarCrack Devs
^ Robin Hoods of our Era
Thank you.

Also special thanks to Sc0rPi0n32 for creating this spam topic.
#47
I played it.

Which AI might people prefer?
Analysis of two AIs
Let's divide the game in to four parts
Early Phase
Middle Game
Late Game
End Game

v5.0
The v5.0 AIs by Starcrack are mediocre Early Phase and has strong Middle Game. But due to their overwhelming resource consumption early/middle game they suffer in Late game. Of course if you don't kill your enemy, End game it has enough to mass spam units and it fairs well (though somewhat limited to fixed amount of structures).

This AI
This one has horrible Early Phase but has good Middle and Late game. It does not consume a lot of resources early game making the overall game stronger (but spends so little that AI just gets pwned by tier 1 rush). Haven't played End game with this AI yet. If the maker of this AI can find a way to spend more resources if the enemy isn't teching and rushing then this will be a great AI.

Bad things about both of AI (a.k.a. suggestions)
Both AIs suffer in terms of moving their units back when they are able to win the battle and not moving back when they will subsequently lose.

They are too predictable. They never counter (I know AIs are still WIP but this would be a good idea), in fact they have the exact same build every time.

I mentioned earlier there are strengths/weaknesses in different stages of the AIs, when playing v5.0 you will tech, and when playing against this one you will rush.
Though they are still pretty easy if you choose to play in any other way. I mean why attack a bunker when there are 10 SCVs repairing it, wouldn't Blizzard hard code it so that the enemy units would attack the SCVs first? It's a shame, looks like Blizzard hasn't finished basics of AI movements/priorities yet(not even close). I hope they do by June.

My Thoughts on this AI?
I like it. I say 50:50 juxtaposed with v5.0.
#48
how does this differ from AI v5? Is it harder?
#49
General Discussion / Re: So...any update on multiplayer?
February 28, 2010, 07:04:59 PM
Quote from: 2g4u on February 28, 2010, 06:48:50 PM
It will take some time having in mind that the whole concept of Battle.Net 2 is new even to Blizzard.

It will be a shot in the dark but I think that we will be able able to play P2P in around 2 weeks. As for full b.net emulation with match system, ranks, ratings, etc it will take 2-3 months, nothing is impossible, it just takes time.

If we had someone with beta key working on it, it wouldn't be a shot in the dark. x_x
The irony is people are working on this so that they would not need a beta key.

I can't wait until I can P2P xp. Close this topic plz, this topic isn't going anywhere and just looking at this will make any non-beta testers filled with grief.
#50
AI Scripts / Re: Enhanced AI Patch for Protoss (beta)
February 28, 2010, 06:59:00 PM
Quote from: Mangala on February 28, 2010, 04:24:29 PM
I just realized - the best kind of AI is probably one that would randomly choose build order code every game so you never know what it will mass. As of now, the Terran AI will always mass battlecruisers, which is annoying.
No, best AI would be AI that build counter-units. Remember Racine's Rebel in SC1? The AI would be really good (complete counter, still cheats in terms of map visibility) but had no micro. If the AIs in SC2 can micro then with ability to build counter units they will be pretty phat. yes ph, phat.
#51
AI Scripts / Re: Enhanced AI Patch for ZERG
February 28, 2010, 06:57:53 AM
still the resource cheating AI whore but Zerg version is much harder
Heres how to beat it.
Terran - Nuke
Zerg - Mass anything (But don't forget to create a lot of spine crawlers for first 2 waves)
Protoss - IMMORTALS (plus some anti air)
#52
General Discussion / Re: Whats your Favorite SC2 unit?
February 27, 2010, 07:31:41 AM
Ghosts and the new High Templars (aka feedback imbaness)

Can you imagine battle between the two?
Ghost EMPs, Templar uses feedback, Psi Storm, snipes. Just awesome.
#53
Not enough Pylons / Re: Tutorial : How to play against ai
February 27, 2010, 07:26:33 AM
Quote from: kewickviper on February 27, 2010, 07:14:09 AM
From the looks of it some of the functions correlate from War3 to SC2. It would be worth checking if     call SetPlayerController( Player(0), MAP_CONTROL_USER ) works in SC2 to set a player to computer.
Obviously not.
Let's say SetPlayerController is the correct function, MAP_CONTROL_USER is wc3 constant. SC2 Constant start with c_ and all lower cases with different names. Curse you Blizzard!


Quote from: kdronez on February 27, 2010, 07:20:01 AM
the crash it's because you still have your map open in winmpq... close winmpq before opening the map in sc2.
And "game finished" is because you ahve only 1 player on the map
I close the winmpq and have the same problem when I started SC 2. NVM I will w8 for some1 to make a map xD.

Remember the Blizzard game MPQ directory rule. If you have a file that duplicate file in any installation folder it automatically overrides any other file with the same name. Check if you saved your edited files in the installation folder aka Program Files\Starcraft Beta

http://forums.starcraft.org/showthread.php?t=44080
Found the list of functions. None of them really useful for our purposes. (unless you are willing to make AI from scratch)
#54
Not enough Pylons / Re: Tutorial : How to play against ai
February 27, 2010, 05:26:28 AM
Quote from: Blackcode on February 27, 2010, 04:51:02 AM
I think we should dig into this even more.... i'll ask for a wiki place to start developing.....

the AI is initialized from the map so teoreticalli we've could build custon AI maps

    if (runActions) {
        MeleeInitResources();
        MeleeInitUnits();
        MeleeInitAI();
        MeleeInitOptions();
    }

Hate to burst people's bubble but MeleeIntAI() is the same as the JASS (wc3 language) for intialising a computer player.
What it does is looks if there is a computer slot and assign's to that slot with AI.
^The very thing we need to do, oh the irony~

What we need is simple, use galaxy to create starting units for player 2 and set AI to the player. I could do this in JASS but I do not know the functions names in galaxy. If anyone has list of functions I'll be happy to do this~ But if someone did have the list of functions, this would have been already done.

Well we can deduce that from the following galaxy code that
        MeleeInitResources(); This function gives each player in slot starting resources for melee (50 minerals)
        MeleeInitUnits(); This function gives each player in slot starting units (workers and base)

etc and etc
#55
Site News / Re: SC2 Beta Patch
February 26, 2010, 01:28:35 AM
Starcraft 2 Patch Update Behind the Scenes
Episode 1: Blizzard Balancing in a Nutshell

Testing Manager: Sir, Mr Chairman, I just got word from the Beta testers. They are saying that the Reapers are running havoc. They are climbing up and down the cliffs destroying Nexus and Hatcheries in matter of seconds, no units can catch up to them!  D-8 Charges seem to do way too much damage!

Blizzard Chairman: Well then~ let's make them even more powerful. MUHAHAHAHAHAHA!!! And Easier to macro!

Testing Manager: But sir!!

Blizzard Chairman: Just nerf the damage and increase the attack speed. Those idiots won't be able to figure out that DPS has increased from 16 to 16.67. Not to mention if their attacks are upgraded the damage is scaled significantly (Evil grin).

Testing Manager:...

Blizzard Chairman: MUHAHAHAHA. I'll ruin Starcraft the same way I ruined WoW!

:D I hope you enjoyed that~
Great Update~ :S