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Messages - DarkZeros

#1
AI Scripts / Re: Amazing AI !! (try it out)
March 27, 2010, 11:18:27 AM
I must admit, this AI is extremely well done (not very well coded because it tis a messs xD) but the results are perfect.

The idea of coding the 9 different tipes of combat (TvT, TvZ, ...) is VERY good.
The next step of this AI, is to code a cooperation mode, so it wll help the other team members.

The rest, its just PERFECT.

I'm a noob playing SC2, and this AI always beat me :S
#2
Quote from: klaretos on March 24, 2010, 03:45:13 PM
Stop being a bitch Zumar, do you know any better non cheating AI? This thing is topnotch and Turd is a worldwide pioneer. Even Ghost AI, which is a bit better, is based on starcrack7. If you want a real challenge try Ghost 0.9 with Aiur patch vs Protoss and see how stupidthis bot is. Finally don't forget, all the other good AIs are based on this code.
Not all of them. But we use to share code. All AIs have smt of another AIs.
As an example, I copy/paste 2 funcs of Starcrack, but just because its boring to write again smt that is already done.
#3
The code is a mess, i really can't understand it. But I must say that it works really good.

Just some things missing:
- No Clear Obs Wave, so, no rocks are destroyed.
- Sometimes more than 1 Comand center is build.

But the rest is just amazing!
#4
Things I would fix:
- Put the AIDifficulty inside "Base" file. To avoid user miss configs.
- The harvest bonus var should be "const fixed c_mineralBonus = 1.0;". That way it suports fractional values.
- Fix the gas management (its doing strange things).
- Expansion not being rebuilded (they did in the old version)
- Too slowww to upgrade their tech (even if the AI has enough resources)

Good things I saw:
- Reactive system working good. But only taking in count the 2 most enemy units...
- 3 Diferent openning/mid/late
- Good MeleeAI (but with some problems when retreat (they do retreat even if the are being killed while they do))
   have not seen any drop attacks yet...
- Tumors working, but they always use Queen's tumors, should be using the tumor's ability to build more instead. But the position system is very good, i take not for my own AI :P

Personally i hate the "AIStock()" system. Because it does not let you priorize units/building/research over others.
#5
Turd for, releases put the AIdifficulty.galaxy also inside the Base.Sc2 file, that way if sm1 forgets about that file it will load the AI with the default config.
#6
AI Scripts / Re: IAI v2.1a (Stable)
March 20, 2010, 05:08:13 PM
I just found what fax wrong with the gas and the zerg start (was a priority problem), the AI was building lower priority things first.
Also, I fix the turtle problem (a forgoten "wave" out there xD).

My plans were to add drop attacks, more build/units orders, and fix some bugs with the zergs, but i don't know if I will have enough time this week to work on this.
#7
Seal of aproval! Go on, its good to see people using your own code :P
#8
AI Scripts / Re: IAI v2.1a (Stable)
March 19, 2010, 08:41:51 PM
ATM protoss is almost unbeatable, but terran and zerg are a little bit weak (specially zerg) in the game start.

Can sm1 give me a BO for terran and zerg (that uses zergling and marines at the start)? That could help.
I'm not a pro-Sc2 player ...
#9
AI Scripts / Re: IAI v2.1a (Stable)
March 19, 2010, 09:56:23 AM
Its not an essential file, the AI will work OK without it.
But if you want to place it anyway, the right place is under the starcraft II root folder.
#10
AI Scripts / Re: IAI v2.1a (Stable)
March 19, 2010, 07:43:39 AM
Quote from: henyojess on March 19, 2010, 12:28:37 AM
I am currently using SC2ALLin1 launcher version 3.6.3


How do I use this AI? I tried copying the IAI's Base.SC2Data to the SC2ALLin1 folder. I placed the IAI_Config.galaxy file in SC2 install folder.


When I use the launcher, I set the Difficulty to Change A.I. and configure the Easy difficulty setting to use the  IAI's Base.SC2Data.


Is this correct?
I never used thhat launcher, but it should work.
#11
AI Scripts / Re: IAI v2.1a (Stable)
March 19, 2010, 07:33:42 AM
Thats true, zerg is a little bit weak at start it does not build almost troops. But in the other stages and races its working quite fine.
#12
AI Scripts / IAI v2.2
March 18, 2010, 11:26:54 PM
Fixed all the bugs, still I have not added drop attacks. But its working much better than the othwr version v2.1.

Changelog:
Quote- Zerg tumors are builded in the "far" zones (if posible)
- Zerg opening fixed (get lost of zerglings very fast :P )
- Zerg upgrades (some of them)
- AI try to rebuild expansions
- Some harasement
- Some minor changes in all the things.

Enjoy!

PD: I know there is a issue with terran, building CCs

Instalation -> as usual. The config file can be deleted if you want. The devs verison, its a triggerlib folder, of the cheating version.
Alternative Mirror: http://www.multiupload.com/R5Y381M46Y
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#13
AI Scripts / Re: IAI v2.0c (Beta release)
March 18, 2010, 07:45:07 PM
You are right, thats a MeleeAI problem, I am fixing it right now. I'm going to make just 2 waves atm (attack/defend) with scouts + home wave.

That will be enought atm for the AI to work much better than what it is right now, because it will attack the player faster, better, and will not turtle.
#14
If you do all the thing you listed there (and i belive you will) and they work as they should, it will be perfect.

I don't know if I should drop my AI away :P
#15
AI Scripts / Re: IAI v2.0c (Beta release)
March 18, 2010, 04:40:42 PM
Okay, i'll put it in multiupload.

I know that this AI is very similar to Starcracks. Thats because i just copy/paste the MeleeAI that they are using (so, the attack defend and waves are the same). I'm going to wirte myself a new one soon. Less waves and more organized. The actual MeleeAI is pretty buggy i don't like it.