Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Chriamon

#16
SC2 Tools / Re: starcraft 2 lancher ai is to hard
April 08, 2010, 08:56:12 AM
Quote from: triptronic on April 06, 2010, 05:17:51 PM
Quote from: pucabacsi on April 06, 2010, 05:04:03 PM
try setting it to easy ai or learn to play from replays if u havn't played any sc:bw search on tube for it and i don't think u can edit it it's hard try to find an easier AI.
i use starcrack ai 6.1.1

Wait, starcrack AI is too hard for you? maybe you should just use the default blizzard AI...
#17
AI Discussion / Re: HexBox AI Needs Your Strategy
April 07, 2010, 08:49:21 PM
I figured I'd contribute My favorite strat:

10 Drone (total)
2 Overlord (total; etc)
14 drone
pool
14 drone
extractor
15 drone
3 overlord
16 drone
1 queen

somewhere around here, right as gas finishes:
  Evolution chamber

pump zerglings with about 2/3 of the eggs going to lings, 1/3 to drones until satisfied with econ (just like 3 or 4 more drones)

first 100 gas upgrade z-ling attack
next 100 gas z-ling speed
next 100 lair

expand

as speed finishes, attack with your lings, and keep puping lings from both hatches (don't make many drones from second hatch, move workers from first base)

If the initial rush doesn't win , against good players and/or terran with wallin (those jerks)
continue to tech up to w/e (I like to throw a spire down)


Probably hard to make the AI do, as it isn't a build order per se, but it shouldn't be impossible.

Really only loses if you don't scout and you cant micro lings.

P.S. I downloaded your dev build, and I must say, it is very impressive, even though the functions are obfuscated, it is really interesting to look through. (and your timer function helped me out a lot in my AI design)
#18
Quote from: kazibi on April 07, 2010, 03:51:43 PM
@up
Yes, you start a new project and when it ask you for base AI, chek "Custom base AI" and select your AI (it needs to be already packed with MPQEditor for example).

If you see any bugs or have a nice suggestion, please, let me know.

Well, I noticed that on a few of my scripts that I edited with your program, when I open them in another editor (notepad++ for instance), there is a large amount of whitespace, kinda weird. It seems to do it mainly when I tab something over in milkyway, that it sometimes creates a linebreak in otehr editors.
#19
Quote from: zumar on April 07, 2010, 10:33:48 AM
thanks. Yes I saw how he killed Ghost terran - just like me - mass mass lings & some roaches. Looks good. But there is a big job you have to do. I killed him with bunker rush from one barracks.
And it was more easy than with Strategy AI. Overlords were flying to bunker and dying. He made a qween instead of zerglings.
I dream about AI with full map vision who will be able to fix such all-in rushes.

Yea I noticed something buggy, my AI doesn't function vs users for some reason, it only works when it is vsing another AI, I'll have to look at it and see where the bug is.

EDIT: fixed it, and I updated the AI, much stronger now, I'll probably make my own thread soon.
#20
Very nice man, I DLed it, and I like it a lot.

A question:

Is there a way to make a project out of an already built AI? The AI I've been working on is a modified version of just the zerg from the Ghost AI, and I was already a good deal into it when this came out.

Again, thanks for this, its pretty sweet.
#21
Probably not in its current form, but I'm messing with it more, I'm going to make it much more complete and compatable with other AIs as well.

I'll probably make a thread once I have a complete version, that version is sloppy, but is mainly a "proof of concept" so to speak.
#22
I noticed the zerg AI included in ghost is rather weak compared to the terran and the protoss patched Auir AI, so i figured I'd mess around with the zerg AI. It was fun making a "semi-cheating" AI, and I really exploited that to the fullest. I made the Zerg AI (Which I creatively called "DoZerg") build units based on what units its opponent builds, really exploiting the "maphack" portion of the AI. It wins pretty much all of the time vs the Auir and Ghost AI (except when the AI fails at micro, sending ling swarms to fight on ramps and such). If anyone wants to try it, I've attatched it. Just extract contents to ghost mod directory and overwrite. I found it entertaining to watch the Ghost terran I've had so much trouble with myself be beaten so soundly (OK, maybe a little exageratting :P )
#23
I don't think my refreshing this page so much is good for the darkblizz servers...  ;D
#25
could you offer the triggerlibs as a download?
#26
I had this problem also, and I fixed it by switching launchers for team support. SC2ALLin1 seems to be the only launcher with this problem. (from what I've encountered)
#27
Very difficult AIs, but they still don't exactly play like humans yet. I've played ZvT(AIs being T) against both AIs (haven't played the updated ones yet), and I must say, they don't wall-in, nor do they have enough early-game units to contend with upgraded zerglings. This is really the only way I win, because they seemingly always go the same build, at least for early game, and when I arrive with my lings, they have 1-2 marauders and 3-4 marines, and I can take them out and quickly macro up more lings to hit the SCV line. If the computers went for the traditional wall-in, I have no doubt they would be twice as hard. My point in this explanation is to ask this question, does anybody know of an AI that plays more like humans, that is, does wall-ins and other such strategies popular in the current meta-game?
#28
AI Scripts / Re: AMAI2 - V0.23
March 22, 2010, 06:35:51 PM
Very impressive AI, it is very fun to play against, and it seems that it now has some variety in its build order choices. The standard(non-cheating) AI is almost an even match for me, I have to be on top of my game to beat it, assuming I play standard and don't exploit the AIs weaknesses.

The only real weaknesses the AI has are mentioned in the readme, bad at expanding, bad at switching tech, weak mid-late game switch. I've found on most maps I can beat it by setting up a contain and macroing up (I play zerg btw) until late game and harass with air. I noticed it fails to get anti air quick enough after detecting air units sometimes, a toss I played actually resorted to making DTs and transforming them into archons.

All in all, very fun, and, I was wondering, if one were interested in helping out scripting (or even just messing around on their own), what files would be the easiest ones to start out modifying?