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Messages - JPeterson

#1
General / Re: V0.45 out?
July 24, 2011, 03:35:40 AM
Quote from: MadSheep on July 22, 2011, 01:32:35 PM
and the client will not need to be modified :)
May ask where you read that? As I understand it 0.44 runs code from both .\StarCraft II.dll and .\Versions\Base18092\SC2.dll, besides modifying patch-zhTW.SC2Archive and Battle.net-patch.MPQ. You mean this will be unnecessary in 0.45?

I believe the login use an encryption that currently must be hacked away, just as in wc3. That's why simply redirecting 127.0.0.1 zhTW.logon.battle.net in the hosts file doesn't work.
#2
Quote from: artanis on March 20, 2010, 06:57:14 PM
edit: Thanks for keeping a backup of the 2008 solution file!
I don't have VS10 either. But the code is using System.Numerics and I don't think you can compile that in VS9.
#3
Quote from: sLayed on March 04, 2010, 04:34:24 AM
I've played over 10,000 games of starcraft and I'm a semi-pro SC gamer so this new AI is exciting me quite a lot.
I'm not sure any AI can be a challenge on its own to a good player. Your best hope is to team up several AIs against you if you want a challenge. If we can find a way to specify teams from the MapInfo file this would be possible.
#4
Quote from: Gamewiz on March 03, 2010, 04:38:16 PM
Please please please make the AI destroy rocks and things to get to other areas or expansions. Places like Kulas Ravine are so easily exploitable because the AI will *not* destroy rocks
There is no known way to make the AI do that. It will automatically destroy rocks that are in the way of the optimal hall placement. But they will not destroy any other rocks.
#5
Quote from: Buzzard on March 03, 2010, 05:24:34 PM
It seems that the AI is too much of a tech builder and does not take out any units in the early game, instaid it saves for heavy cost units that are totally worthless in a 15min early game.
Which race did you play against?
#6
I've made some changes to the terran and toss late game to make it harder. You can try it from the latest svn here. I removed a bottleneck for terran that made it be stuck on vikings in the late game. And I added a new ground units late game for toss where it will use colossus and observers. I also made sure toss and terran had transportation in the late game so that they can expand to the islands, or high ground like in Shakuras Plateau, and attack your island expansions.

As usual if you have a decent APM you can kill the AI any time. But this should have terran attack with bigger groups of vikings, thors and tanks in the late game. And have toss attack with bigger groups of zealots, stalkers, immortals, colossus and observers. So that they become little more of a challenge.
#7
Quote from: turdburgler on March 02, 2010, 09:56:33 AM
There's a function that lets you choose where you build
Ok, Kernel64 mentioned that too. I'm not familiar with that though. If someone can help feel free to post a patch file for the svn.
Quote from: aggressivEn00b on March 02, 2010, 09:57:16 AM
however it needs to learn how to drop
That's probably because it hadn't researched overlord transport yet. Currently we have overlord transport early in the late game, here. We could consider placing it earlier in the game if that works better.
#8
Quote from: bustya on March 02, 2010, 08:51:25 AM
Forget the micro back and forth dance with AI. It simply doesn't work and makes it way too easy to destroy the enemy slowly but surely.
You could try and turn it off partially or completely. If you turn on DEBUG_ATTACK_STATE in MeleeAI.galaxy you will see a flurry of messages during a battle for the attack/scared/retreat states. With the help of that you may be able to trace the code for it and change it.

Quote from: Kernel64 on March 02, 2010, 08:53:53 AM
I think there's a function that allows you to specify where the building is to be built. I have no clue yet how to work this. Maybe using townOne, townTwo, etc.? Or using SetMainTown?
That would be interesting if we can find that.

Quote from: Kernel64 on March 02, 2010, 08:53:53 AM
I am quite sure though that if you want the AI to expand, the numbers for minerals and gas are compared to the remaining minerals and gas of owned expos.

So, say the main has 12000 min, 5000 gas, if the AI has 1 expo, and you want it to expand 3rd, use the defaultexpand with say, 24000 min and 10000 gas. The ai will expand.
That's correct. You find the same explanation in the galaxy wiki here.

Quote from: GurU on March 02, 2010, 09:05:19 AM
Zerg is expanding even if there are rocks on his way (but not when they are standing in place where a hatchery should be)
Quote from: Kernel64 on March 02, 2010, 08:53:53 AM
It doesn't expand though when a destructible rock is there. If you destroy it, the AI will expand there.
There is a comment about it in the galaxy wiki here. "The AI will destroy destructible rocks that are in the way of the optimal hall placement. However, it will not as of r14093 destroy destructible rocks to reach an expansions, like in Kulas Ravine. "
#9
Quote from: turdburgler on March 02, 2010, 05:39:24 AM
- AI doesn't build defences in expands

I'll put some focus on this, I'm pretty sure I can do it easily.
How would you do that? I think all AISetStock for buildings goes in the main. And we can't tell it to post units at expansions. Is there a special function for expansion protection?

Besides it's not the optimal strategy to have any more expansion protection than a few turrets and a bunker possibly. The AI should ideally see that an attack on an expansion is impending and send units to intercept. Although it doesn't really do that, it only sends protection when the attack has already begun.
#10
Quote from: Xero852 on March 01, 2010, 11:04:46 PM
Could you post a complete change log? Or include it in a future release?

The easiest way may be to check the svn change log here.

If you have TortoiseSVN you can download http://svn2.assembla.com/svn/sc2ai/trunk and can compare the latest version to any previous version with  'Show log' > right click on a revision > 'Compare with working copy'. Update: No that didn't work because there was no read-only access for the svn. What you can do then is to manually do the same thing with 'diff -u TriggerLibsOld TriggerLibsNew > TriggerLibs.diff' in the diff file comparison utility.
#11
Quote from: 1337 on March 02, 2010, 01:40:38 AM
OK I have played several 4-player FFA games on Kulas Ravine and Lost Temple and every time, I was terran... The protoss player invaded my main base early with zealots every game and I lifted off my command center (and my new command center just built) and took over the high-yield minerals and nearby expansion. The protoss player never attacked my base again after that

Did this happen on Lost Temple too? It's a glitch in Kulas Ravine that the AI never destroys any destructible rocks. But in Lost Temple it's strange that it wouldn't go to the high-yield patch if you relocate there.
#12
Quote from: limonel25 on March 02, 2010, 02:48:31 AM
But that cpu movement glitch is still very exploitable(obviously) so I tried to play all my games not exploiting that.

Yes you have to be a little easy on the AI and let it live for a while and expand so you can have some fun with it.

Quote from: limonel25 on March 02, 2010, 02:48:31 AM
Carriers in masse.

That happened to me too. I didn't scout it well so it took me a little by surprise and I had to fight hard to beat it. That was a fun game. Of course now that I know that the toss will go carriers in the late game it's less of challenge.
#13
Quote from: Artanis186 on March 02, 2010, 02:24:41 AM
The AI is nice and all, but it doesn't really seem to give me too much of a challenge. I have a few issues and recommendations.

Thanks for the input. This won't help a lot but I will say that I've experience the same thing and it's hard to make it tougher than this. It's possible to modify the macro in the Zerg0.galaxy file and the micro in the Tactical*.galaxy files but it takes a lot of work. It may not be practically possible to make the AI much harder than this. Have you seen any other RTS AI that is much smarter?

The best thing in my opinion would be if we find a way to team up two AIs against us. That could challenge our APM a little.
#14
Thanks for making an alternative AI. Could you try to modify the AIDefaultExpansion so that it becomes tougher in the late game? It's higher values that makes it expand more, not lower values.