DarkBlizz

Game On => Land of AI => STARCRAFT II: WINGS OF LIBERTY => AI Scripts => Topic started by: turdburgler on March 05, 2010, 11:09:47 PM

Title: StarCrack AI Official 6.0 Feedback Thread
Post by: turdburgler on March 05, 2010, 11:09:47 PM
Post feedback here.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: ImWaitingforStarcraft3 on March 05, 2010, 11:11:45 PM
yessir!!! bout to try it. MUCH MUCH THANKS TO THE DEVS! YOU GUYS KICK ASS.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Lenor on March 05, 2010, 11:14:05 PM
I'm gonna try the AI.Feedback following shortly.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Switcha on March 05, 2010, 11:14:29 PM
very nice ... downloading!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Artanis186 on March 05, 2010, 11:15:28 PM
Finally! Downloading. I have high hopes for this one. :)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: jawknee530 on March 05, 2010, 11:15:43 PM
Awesome! I bet it will have been well worth the wait. Can't wait to try it out.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: DemonStalker on March 05, 2010, 11:16:34 PM
I signed up just to thank you guys for this.  Keep up the great work!
;D
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: escudero on March 05, 2010, 11:19:02 PM
Downloaded and trying now.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: chikopaws on March 05, 2010, 11:25:20 PM
thank you guys  :D
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: HHKTH on March 05, 2010, 11:26:30 PM
thanks guys  :D
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Nessdude14 on March 05, 2010, 11:28:54 PM
Awesome thanks so much

first page
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: JRoll on March 05, 2010, 11:30:26 PM
Wow cheers guys, goona try it now report back soon.  :)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Amerzel on March 05, 2010, 11:31:23 PM
Does this show up as StarCraft 6.0 in a beta launcher? I overwrote my files but I don't see a StarCraft 6.0, just 5.0, 5.1, and 5.5.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Sandwich on March 05, 2010, 11:37:45 PM
I LOVE YOU!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Tankoz on March 05, 2010, 11:38:39 PM
Just had a game vs protoss, really impressive, expanded well, built good defenses. Came at me with zealot\stalker\immortal and high templar army and used psi storm! wasn't expecting that.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: kfqzhw on March 05, 2010, 11:42:33 PM
nice
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: greekmanx on March 05, 2010, 11:45:42 PM
cant get it too load crashed both my launchers and lazy launch 2
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Lenor on March 05, 2010, 11:48:01 PM
Just played the normal v6.0 AI and it was zerg vs protoss.I was able to kill about one control of zealots with only 6 roaches,I had the speed upgrade for the roaches and the AI didn't had the charge upgrade for the zealots,so I was backing up,firing a shot,backing up...and so on.
I'm gonna give it another go,if it's still so easy I'm gonna try the cheating version.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: MortalPlague on March 05, 2010, 11:50:23 PM
I just registered to say great job, guys.  Thanks for all your hard work!

I just played a 3 player game... I was Terran, against a Zerg and a Protoss.  The Zerg had no problems with my wall of supply depots; they attacked until they only had a few zerglings left, then retreated.  No more dancing back and forth.  The computers duked it out, then the Protoss came in and attacked my base, using three colossi to climb the cliffs behind me.  Very nice.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: rashban on March 06, 2010, 12:02:54 AM
First of all - thanks!


I fired this new AI up for a game of 1 on 1, ZvT on Blistering Sands. I went with a 13pool/16Queen/22 Hatchery (or something like that) build, spent the first 100 gas on ling speed, the second 100 gas on lair tech. I managed to kill his first scouting SCV with my two initial lings, get a bunch of lings with speed and managed to establish a contain with those lings. The AI responded by building a bunch of marauders and marines, while teching up to medivacs. My first 9 or so mutas came at roughly 8½ minutes, and I was able to harass its worker line with those while my lings made sure it didn't get an expansion going. After a couple of minutes of gathering lings and mutas I was able to just 1a2a into its base and overrun it with 0/1 mutas and 0/1 lings.


-The AI didn't build a single missile turret, despite the muta-ling-thing I had going, in fact I don't think he even had an engineering bay. It did build some vikings, however, but it was too little - too late.
-The AI had about 800 gas for most of the game without spending it on anything (tech, upgrades, whatever...)


Still, I think this AI shows promise, and it does play a lot better than any other AI out there.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Cr4zyJeff on March 06, 2010, 12:04:13 AM
Played ZvZ... teched to mutas.. opponent never made any AA... steamrolled. Did great in terms of macro, but didn't have any adaptability.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: DVader18 on March 06, 2010, 12:06:20 AM
Okay this is embarrassing but I have to say it. I have no idea how to apply the AI. help?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: ImWaitingforStarcraft3 on March 06, 2010, 12:06:54 AM
Just played 3 games against the standard AI.

Game 1- Me Z v T. Computer scouted with SCV and started going back and forth (like the old bug). I kept scouting and he seemed to have about 20 rines and marauders, he couldve done some damage but he didnt advance from his base. He let me expo 3 times and I managed to mass 3-4 groups of Hydras, some infestors, lings and banelings. I decided to attack rather than keep waiting for the AI to do something. I completely overran them, they had 12-15 vikings, 2 groups of infantry and an expo.

Too easy, honestly felt easier than 5.5

Game 2- on the 5 player metalopolis I was Protoss and the computers let me expo and build a huge army within 20 min I had mothership and 3-4 control groups of units, 2 expos and tons of warpgates. I just walked through all of them, only one computer showed more than 15 units and it was the Zerg who I killed last.

Once again too easy.

Game 3- 1v1 me T v Z , computer scouted early, sent lings which kept dancing back and forth. Allowed me to expo to the Island and my natural, I scouted and he had barely anything, killed him with a 4 medivac drop which didnt require any micro.

Easy.

Consensus on standard so far: Better than 5.5 but the improvement was not as large as 5.5 from 5.0 (if you get what I mean). Don't take this as a damning analysis, I am a very experienced and good starcraft player, pretty much no AI will cause me trouble. But its much more realistic.

THANKS AGAIN DEVS!!!!

Going to try the cheating version, see if its better than Goose cheating 5.5.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: creamsoda on March 06, 2010, 12:07:42 AM
Just played a couple TvP games. First game, I made 5 barracks, and killed the AI within minutes.

Second game, still TvP. I made a couple bunkers, and 3 barracks. When it attacked me, I killed its army then countered and won.

It's still a great improvement from 5.5 though. Good job Turd.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: DVader18 on March 06, 2010, 12:09:29 AM
Again, no idea how to apply AI but would really like to. Help?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Lenor on March 06, 2010, 12:10:32 AM
played another game,this time ZvZ,he made banelings,fast mutas and lots of lings,no roaches though.Still was very easy to win against.Gonna try the cheating version.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: ImWaitingforStarcraft3 on March 06, 2010, 12:12:01 AM
Quote from: DVader18 on March 06, 2010, 12:09:29 AM
Again, no idea how to apply AI but would really like to. Help?

THeres a README file in the download and in the OP. Which is understandable to anyone who understands english. And above the age of 5
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: killabyte on March 06, 2010, 12:13:31 AM
Quote from: DVader18 on March 06, 2010, 12:09:29 AM
Again, no idea how to apply AI but would really like to. Help?


i'd start by reading the damn text file inside the file you downloaded that says readme.




just did a 3 on 1, still pretty easy.  once the AI's work together it might be a challenge. 
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: DVader18 on March 06, 2010, 12:16:10 AM
Quote from: ImWaitingforStarcraft3 on March 06, 2010, 12:12:01 AM
Quote from: DVader18 on March 06, 2010, 12:09:29 AM
Again, no idea how to apply AI but would really like to. Help?

THeres a README file in the download and in the OP. Which is understandable to anyone who understands english. And above the age of 5

Yes which I followed. Didn't overwrite 5.5 for some reason. Look I'm completely computer illiterate. To be honest it's nothing short of a miracle I've gotten this far. But now I am stuck, so I humbly ask for your help. Extracting to my Beta file changes nothing.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Artanis186 on March 06, 2010, 12:16:44 AM
Well, started a easy mode to warm up to it, and I must say, as of what I have seen, I am impressed. They attacked in a really large wave that would have raped my forces. Luckily, I discovered how powerful Psionic Storm REALLY is right in time. 2 of them took out over 1/2 their army. As I attacked him, he was just starting his expansion. So it wasn't well prepared for me. I took out his forces with some more storms and continued to demolish his main. I was pondering why he wasn't 'gging' and went to scout the rest of the map. To my expectations I found not only a base, but a base that had 4 photon cannons in it. I also noticed they started building a Forge near their defeat in said expansion.

Well, I congratulate you on your job well done. Now it's time to go in for the real shit. I'll report back with an update on notable desired improvements and overall satisfaction of it. I'll specifically be looking for the AI using spells. Wish me luck. :)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: DVader18 on March 06, 2010, 12:17:10 AM
Quote from: killabyte on March 06, 2010, 12:13:31 AM
Quote from: DVader18 on March 06, 2010, 12:09:29 AM
Again, no idea how to apply AI but would really like to. Help?


i'd start by reading the damn text file inside the file you downloaded that says readme.




just did a 3 on 1, still pretty easy.  once the AI's work together it might be a challenge.


Again I did. I'm not stupid. I wouldn't ask unless I honestly had no clue
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: killabyte on March 06, 2010, 12:18:42 AM
do you know how to open my computer, and then do you know how to double click your hard drive icon to see your files and folders?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: DVader18 on March 06, 2010, 12:20:21 AM
Quote from: killabyte on March 06, 2010, 12:18:42 AM
do you know how to open my computer, and then do you know how to double click your hard drive icon to see your files and folders?

yes...
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: killabyte on March 06, 2010, 12:21:00 AM
ok then browse to your sc2 dir.  look inside starcraft ii beta and if you have a triggerlibs folder delete it.  probably your problem
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: killabyte on March 06, 2010, 12:22:47 AM
and while you're in there go into "mods" and then "liberty.sc2mod" and delete base.sc2data and extract the file you downloaded again.  but if you have a trig folder in the sc2 beta dir that's why it wasn't loading for you.


sorry for crawling your ass.  people normally tend to ask stupid shit like that just because they are lazy.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: lantay77 on March 06, 2010, 12:24:19 AM
Great job, actually am getting beat this time.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: DVader18 on March 06, 2010, 12:24:37 AM
Okay I got it. Many thanks to killabyte for the help. Sir, you are a gentlemen and a scholar. Don't worry about the ass crawling part lol. I'd do the same so I expected it to happen. Again, thanks a bunch
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: killabyte on March 06, 2010, 12:26:03 AM
np buddy.  thats what happens when we ASSume stuff.  i ASSumed you were just stupid so again, my apologies guy.


have fun with it
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: omerbenamram on March 06, 2010, 12:26:16 AM
This AI is fucking amazing. I played PvP and he used LEGIT strategy. he pwned me with void rays when i kinda stuck to zealots and immortals. I truly feel this AI has skills. 5.5 was no match for me, but this one is gonna strain my skills. Fantastic job dude.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: ashdlgsagld on March 06, 2010, 12:27:31 AM
played TvP against ai 6.0 standard edition
the comp seemed to be building a lot of zealots and had a nicely built base, but he never attacked... after destroying his nexus he started another base but never really built up a force.  he never teched past zealot/stalker.  i sat around for a while maxing reapers to see what he'd do and ended up just sweeping through his base in about 10 seconds  :-[

tldr; comp did nothing, played dumber than 5.5
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: killabyte on March 06, 2010, 12:33:36 AM
well remember what he said about it - it will use different strategies each time (early, mid, late game stuff, etc).  just because the last game you played was easy doesn't mean they all will.  give it a few more tries before you smash it. 
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: ImWaitingforStarcraft3 on March 06, 2010, 12:35:20 AM
Quote from: DVader18 on March 06, 2010, 12:16:10 AM
Quote from: ImWaitingforStarcraft3 on March 06, 2010, 12:12:01 AM
Quote from: DVader18 on March 06, 2010, 12:09:29 AM
Again, no idea how to apply AI but would really like to. Help?

THeres a README file in the download and in the OP. Which is understandable to anyone who understands english. And above the age of 5

Yes which I followed. Didn't overwrite 5.5 for some reason. Look I'm completely computer illiterate. To be honest it's nothing short of a miracle I've gotten this far. But now I am stuck, so I humbly ask for your help. Extracting to my Beta file changes nothing.

If you never installed anything but Starcrack AI then all you have to do is download whichever file you want, the standard, cheating, or easy, and extract whatever is in that .rar file into your SC2 beta install folder. Overrite and extract to /Starcraft II Beta/Mods/Liberty.SC2/ with the file you downloaded.

If you downloaded other AI's, delete those files and do the same thing.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: gatix on March 06, 2010, 12:36:29 AM
this ai is really good :D
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Jak on March 06, 2010, 12:37:26 AM
Got better micro.....i was zvt, army vs army, comp would send a maruder or marine in front to let my banelies kill it...umm whats the word?? sacrifice? but still not fast enough my army was much bigger

but its good work tho...thank you guys...gonna play a few more games
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Blake on March 06, 2010, 12:37:49 AM
started off with the 6.0 cheating AI, and I have to say, it seemed a bit easier than 5.5 :/ I owned it really hard, so I checked the replay afterwards(I know it was the right AI as the cheating AI 6.0 text came up when the game started) and it seemed that the AI doesn't spend resources. By the end he had about 5k m and 1k g floating.


EDIT: By doesn't spend resources I meant doesn't spend all his resources. Obviously he attacked me and build drones, buildings etc, I can include replay if you want
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Nessdude14 on March 06, 2010, 12:42:31 AM
This AI is a whole lot smarter than the last versions.  v5.5 would just run back and forth outside your base if they think they can't take out all of your defenses and it never defended any of its expansions and basically just turtled.  v6 actually seems to try to control the map a bit and will withdraw to a safe spot if they're unable to win the battle.  It kept up with me quite well in the beginning but fell behind in mid-game and I won in about 15 mins.  I'll probably play it a few more times and then see how i fair against the cheating version.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Gamewiz on March 06, 2010, 12:44:02 AM
My friend totally got his ass kicked by this AI. It's awesome. :)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: lantay77 on March 06, 2010, 12:47:31 AM
Quote from: ashdlgsagld on March 06, 2010, 12:27:31 AM
played TvP against ai 6.0 standard edition
the comp seemed to be building a lot of zealots and had a nicely built base, but he never attacked... after destroying his nexus he started another base but never really built up a force.  he never teched past zealot/stalker.  i sat around for a while maxing reapers to see what he'd do and ended up just sweeping through his base in about 10 seconds  :-[

tldr; comp did nothing, played dumber than 5.5

hmm you sure you got 6.0 standard? the AI attacked me relentlessly with large groups.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: ooni on March 06, 2010, 12:47:57 AM
I think it's not a huge improvement but improvement nevertheless. Protoss seem to be not doing very well and zerg likes to spam but doesn't do that well. Terran was the most fun but no counter to units means crush crush crush. Felt like playing against a noob-mediocre player and that's all I ask from an AI.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: takar on March 06, 2010, 12:49:59 AM
Can you upload the file to some host? our 4rum is overload, i tried many times but fail to download.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Rosenberg on March 06, 2010, 12:52:43 AM
Something is wrong, either I'm good or all the AI available are too easy for me. I was eager to try this version but turned out to be a little easy for me (won as a zerg twice against protoss and terran). I have to say, it's better than the previous versions though. Thanks for the hard work anyways guys, keep it up.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: DVader18 on March 06, 2010, 12:53:31 AM
Quote from: killabyte on March 06, 2010, 12:26:03 AM
np buddy.  thats what happens when we ASSume stuff.  i ASSumed you were just stupid so again, my apologies guy.


have fun with it

Ya dude this is good stuff. Thanks once more. Wouldnt be playing it without ya.

Props to turd as a side note
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: mOsteel on March 06, 2010, 12:54:38 AM
6.0 is easier.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: onimusha1985 on March 06, 2010, 01:02:13 AM
6.0 standard is pretty damn good. I played on a 4 player map. ARound mid game, the terrain had seige tanks in seige mode, those big arnold talking guys (forgot the name), and generally a good/strong ground force. I lost later on though because protoss had like 10-12 carriers. I had good ground vs ground force, but not enough ground vs air. I just turtled through out the game though and didnt attack anything... i just let them come to me.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: onimusha1985 on March 06, 2010, 01:02:47 AM
oh and thanks goes out to the guys who made this script.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: legendre on March 06, 2010, 01:06:23 AM
The non-cheating AI is very weak but this could be the limit of an AI. However, the "back and forth" problem is gone...or I think its gone. I used to play the cheating AI because it was more challenging but the cheating AI forces me to turtle, something I will never do in a normal game, because I know it has more resources and hence will beat me in a straight up numbers match.

Game 1 - Terran vs AI Zerg, Lost Temple

I wall up as usual and went reaper rush then Marines/Marauders/Medivacs (MMM). The Zerg sent lings to attack my wall but it was easily fend off with 0 losses by the mass of marines and reapers behind it. Harassed the Zerg base when I have 4-6 Reapers and found it was very easy to do terrible damage to its economy and buildings, taking out the queen in the process too. Then MMM overran the AI from the front.

Not sure why but I can't view replays. I think I won in less than 15 mins? Extremely easy. The AI can't even handle a small reaper rush and didn't make any significant attacks against me.

Game 2 - Terran vs AI Terran

I wall up, rushed reapers as usual and AI defended his main with his army. So I went tanks and waited for his army to leave his base then did terrible damage to his economy while his Marine/Marauders crashed into my siege tanks.Extremely easy kill. But this AI is an amazingly improvement over the original "Very Easy" AI that came with the Beta. Good job!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: ooni on March 06, 2010, 01:09:53 AM
Quote from: Rosenberg on March 06, 2010, 12:52:43 AM
Something is wrong, either I'm good or all the AI available are too easy for me. I was eager to try this version but turned out to be a little easy for me (won as a zerg twice against protoss and terran). I have to say, it's better than the previous versions though. Thanks for the hard work anyways guys, keep it up.

if you played any other RTS this is a picnic. Yeah but I fought worse players than this. ^-^

Forgot to add, too many zealots with Protoss. Zealots get owned too easily, plus they don't attack early enough with zealots.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: btnheazy03 on March 06, 2010, 01:12:30 AM
arigatou gozaimashita!!!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: seed013 on March 06, 2010, 01:16:18 AM
The zerg do a great job of rushing on maps that its hard to wall in, but I still managed to turtle and beat it. I love this script and thing it is a huge improvement, thanks so much
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: TiHsMaD on March 06, 2010, 01:22:42 AM
great job... thanks.. first time got beat up...
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: ashdlgsagld on March 06, 2010, 01:26:01 AM
Quote from: killabyte on March 06, 2010, 12:33:36 AM
well remember what he said about it - it will use different strategies each time (early, mid, late game stuff, etc).  just because the last game you played was easy doesn't mean they all will.  give it a few more tries before you smash it.
played pvt and tvz. same thing :C it makes a small group of units, doesn't rush / attack for a looong time, then ends up getting smashed by maxed thors etc :C my siege tank splash did more dmg than his units.  they are making decent bases just.. waiting 15 minutes to attack with 1.5 groups of lings and 2 hydras.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: legendre on March 06, 2010, 01:31:18 AM
Game 3 - Terran vs AI Protoss, Lost Temple.

The protoss went 3 gate zealot rush with an impressive amount of zealots! Too bad it once again took terrible damage from reaper rushing and I was walled in with marauders/reapers behind. Went MMM again and wiped the computer easily.

Suggestion:

Is it possible to make the AI prepare for or counter reaper rushing? They can't really survive versus Terran because they can't handle reapers.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: HardHardy on March 06, 2010, 01:32:01 AM
thanks!!!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: iPcc on March 06, 2010, 01:32:11 AM
I would just like to say that it is a challenge beating the non-cheating AI if I wasn't so sneaky as to destroy the Zerg's lair with cloaked banshee. Hopefully, the next random build, they would be massing hydralisks (I played with an Ultralisks and Zergling build.) It was surprising to see an ultralisks hiding in the ramp ^^ But I spotted them just before I went in. ^^ So +1 for GJ


Suggestions: Make the AI Queen spawn creep tumor so that the next time I destroy their lair (even in their expansions), their defense buildings won't auto-die. It could also be a good build - Creep tumor around your expansion to prevent you to expand.


Maybe add some tricky build - like the exotic rushes: cannon rush, siege rush, Planetary defense rush, SCV rush, Reaper rush, etc; or different exotic strategies:Terran's wall of doom, Pylon proxy, Probe's Terran Assimilator vespene gas delay strategy. Just as a training tool for new players who wouldn't expect these things.


Anyway, just some suggestions. And keep up the good work!  :)

Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: ashdlgsagld on March 06, 2010, 01:34:22 AM
Quote from: legendre on March 06, 2010, 01:31:18 AM
Game 3 - Terran vs AI Protoss, Lost Temple.

The protoss went 3 gate zealot rush with an impressive amount of zealots! Too bad it once again took terrible damage from reaper rushing and I was walled in with marauders/reapers behind. Went MMM again and wiped the computer easily.

Suggestion:

Is it possible to make the AI prepare for or counter reaper rushing? They can't really survive versus Terran because they can't handle reapers.
suggestion: try not walling against a comp?  :D
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: cloak123 on March 06, 2010, 01:35:41 AM
Game 1:
Good Ai Response and building, But still Masses too low of numbers and very little anti air. The units still seem to retreat alot too. I had one thor and about 5 mauraders and 40 rines with medvices all ran away from it so i just picked them off.

thats just game one so far.

Game 2 ALL AI: I just watched this one as i diddnt want to play just yet, and It seemed as If there was multi races such as protoss They would all go the same thing. Protoss Built a wide variety of units and had a strong force with nice upgrades, But diddnt like the fact that Chrono boost had not yet been implemented nor warp gates yet i see them being used in other ai's now. which could give protoss more of a edge, Terran built small forces early/mid game and were not very strong but once they got expanded and had some factorys man did they explode and own the map.

Now your zerg i have a real problem with, there was 2 of them as well and it seemed as They started strong with banelings and zerglings, and manged to expand some with some roaches, it took over the high yeald and used the queen at the main only, but a protoss force pushed in and killed the High yield base and the zerg just kinda died. same with the other protoss once his expansion was destroyed. He made no attempt to rebuild probes at his other base same as the zerg. The protoss did however continue to build units, but the zerg only made a few lings once in a while and finished the game dead with a total of 5000 mins unused.

your ai Has made some real steps and your terran is above all others, But i think a few more days of development wouldnt hurt to add some extra things easily implented before this should have come out, Ill continue with some more feedback
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Meloku on March 06, 2010, 02:33:28 AM
Game 1: ZvP, Blistering Sands. I went mass roaches as usual, but the AI attacked me first with an unusual mass of Zealots, backed up shortly after by Stalkers. I was stomped.

Game 2: PvT, Blistering Sands. This one took me longer than on 5.5, since the AI went on a mix of rines, tanks, marauders, vikings and a couple of Thors (yeah, the AI sent a Thor to my natural expansion!!! That was unexpected). Each time I play with toss, I learn to love Sentries and Phoenixes a little more, but now I had to micro them a lot more than on 5.5 to sucessfully steamroll the AI.

Great job on the AI, guys! It's growing stronger with each update, and for me it's a great replacement for online gaming. Just one thing: the AI scouts (SCV, Drone, Probe) are still doing that weird dance when spotted instead of running back to base or going commando into my base. At least, the AI army now faces me when our numbers are even.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: littlewild on March 06, 2010, 02:40:20 AM
First of all thanks for taking the time to write the AI. :)

However I think more effort should be put in to the overall state model. Not sure if there is a way for AI to store the information obtained while scouting and then adjust their units accordingly. For example if the AI scouts that you are massing roaches, then it might counter with either air units or marauders or immortals as Terran or Zerg.

Adding in a hard coded unit counter list will definitely improve the combat experience rather than having the AI building the same units based on the build list given.

The micro also seems to be lacking. There is no pulling back of injured unit or focusing fire on a unit. Small changes to the tactical AI that will be great to have.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Nesreca on March 06, 2010, 02:41:38 AM
Thank you for 6.0! Keep up the good work. I'm going to play some more games and try out the cheating version.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: legendre on March 06, 2010, 02:50:56 AM
Quote from: ashdlgsagld on March 06, 2010, 01:34:22 AM
suggestion: try not walling against a comp?  :D

I was just doing what I normally do in a real game. Don't really find it purposeful to deviate from it when playing against the computer. I play the AI with the goal of practicing for 1v1.

Another Suggestion

I don't know if its possible but maybe make the computer consider dropping or air attacks when the direct route is blocked?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: orbb24 on March 06, 2010, 02:58:38 AM
Quote from: legendre on March 06, 2010, 02:50:56 AM
Quote from: ashdlgsagld on March 06, 2010, 01:34:22 AM
suggestion: try not walling against a comp?  :D

I was just doing what I normally do in a real game. Don't really find it purposeful to deviate from it when playing against the computer. I play the AI with the goal of practicing for 1v1.
You are playing against this AI for the wrong reason if you are practicing for 1v1 matches. It isn't going to get you much for that. If anything it will just make you develop bad habits. Or turn in to a complainer on how easy the AI is. This AI is really good for practicing your macro though. Try to make sure you are always low on minerals and gas. That is what this AI is great for. Practice the macro!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: UberB on March 06, 2010, 03:34:32 AM
Quote from: orbb24 on March 06, 2010, 02:58:38 AM
Quote from: legendre on March 06, 2010, 02:50:56 AM
Quote from: ashdlgsagld on March 06, 2010, 01:34:22 AM
suggestion: try not walling against a comp?  :D

I was just doing what I normally do in a real game. Don't really find it purposeful to deviate from it when playing against the computer. I play the AI with the goal of practicing for 1v1.
You are playing against this AI for the wrong reason if you are practicing for 1v1 matches. It isn't going to get you much for that. If anything it will just make you develop bad habits. Or turn in to a complainer on how easy the AI is. This AI is really good for practicing your macro though. Try to make sure you are always low on minerals and gas. That is what this AI is great for. Practice the macro!


100% agreed. Anyone who whines about the AI not being cheeseproof is an idiot. I bet a lot of people here can't even beat the non-cheating AI straight up. Either way, I suggest everyone try beating the cheating AI straight up. Now that's a challenge.


Great job on the AI btw, 6.0 is very good!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: btnheazy03 on March 06, 2010, 03:42:17 AM
mad props to you, sir. here, have an interwebs.  8)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: foobie on March 06, 2010, 03:51:25 AM
Seems like one of the Zerg build orders is broken. Twice saw them building mass drones.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: siman on March 06, 2010, 03:52:07 AM
Good job! nice AI with custom state management =)
what's the next improvement?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: drunknfoo on March 06, 2010, 04:06:48 AM
Dramatic improvement from 5.5 and others. Played several games, managed to win 1v1 and 6player ffa with each race on the cheating ai version.

as mentioned above, i noticed sometimes 1 zerg ai would just collect resources, (probably a blizzard fault seeing how this was common in sc and bw)

Although I haven't noticed, does the AI actually upgrade their units? last few games i played they were 0/0/0.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: klaretos on March 06, 2010, 04:36:37 AM
I just installed it and when starting a map I don't get any message. Is it working or the AI is Blizzards very easy one?

Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: programm on March 06, 2010, 04:44:48 AM
is the Standard supposed to be Easy? Cause I owned him too easily... He was dead technically on the 15th minute. Just like previous versions they only build their weakest unit - mass zealots/zeglings + few ranged roaches/stalkers...  Complete domination.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: p3taSan on March 06, 2010, 04:49:39 AM
I dont know what's wrong but this happened to me also. Check your base_sc2data file, i dont know why it keeps going back to the first version. You will know when starcracks 6.0 version works because the text when you start the game
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: flatounet on March 06, 2010, 04:54:02 AM
i re-install it ...
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: klaretos on March 06, 2010, 04:57:35 AM
maybe there is an incompatibility with the latest official patch? I still can't figure out why it doesn't work
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: sercul on March 06, 2010, 05:04:01 AM
Hm, i use standart version and played 3 games on dif maps, but every time ai had the same race as me... it was like TvT, ZvZ and then TvTvTvT  (( wtf?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: R41n on March 06, 2010, 05:20:06 AM
Thanks.

Loooong live turdburgler !
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: cliffton on March 06, 2010, 05:58:39 AM
Getting so much better :)


Played one ZvT, no cheese.  I've seen people complain about no AA.  T did build a lot of turrets in my game.  It was in response to nothing, I never had air.  Also, if I had gone air, the turrets would have been too late.  At some (late) point, the AI just decided to start making some.  
Kept pressure on me, and expanded.  Never defended its expansions.  Also seemed a little low on production buildings.  
I got to see ultralisks vs thors though, that was fun :)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Skygrinder on March 06, 2010, 06:01:01 AM
Much better than 5.5 guys. Great Job!  ;D
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: GetInside on March 06, 2010, 06:16:19 AM
@ AI VERSION 6.0 :

I got a bug due to this new version, maybe im not the only one.. :/

-the Minimap is totally black that dont allows me to see my base and ennemies lol ^^ , could u fix it?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: dantemp on March 06, 2010, 06:33:26 AM
Great job guys, I really enjoy playing versus 6.0. There is only one thing: Is it possible to make the AI react to the units I'm producing? It's kind a stupid for it to warp Immortals, when I'm mass producing Muta's...

Quote from: GetInside on March 06, 2010, 06:16:19 AM
@ AI VERSION 6.0 :

I got a bug due to this new version, maybe im not the only one.. :/

-the Minimap is totally black that dont allows me to see my base and ennemies lol ^^ , could u fix it?

This is not a bug, it's an option. I think the "Tab" button fixes this. If not, try to find the button, it's nearby the minimap.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: GetInside on March 06, 2010, 07:06:07 AM
its ok, it works now, i dont know why i wasnt 1h ago ;p xD
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: bignamethefer on March 06, 2010, 07:11:55 AM
v6.0 is not as good as it sounded in the preview, but still better than v5.5, so good job, hope we'll see the next version soon.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: NoNic2 on March 06, 2010, 07:14:24 AM
Ok guys i registred just so I can post comment on V6.0 Starcrack

First i have to say when 5.5 was first lanched first day or two AI gave be some troubles but as my play advanced I could really easy win most of time except ZvZ which give me trouble, everything else preety easy just neeaded to defend first rush and then counter = win everytime.

Now I played 2 games of v6.0 normal and all I can say say is Turdburgler...you sexy M.F.  :)

First game was me Terran vs Protoss.

I was building tech and was wtf no eary rush 5 min ito game... then i send group of M&M + 2 helions but was raped by large group of Zealots. I was then ok i need to expand asap. Later just when i got expansion fully working super large army of Imortals,Stalkers, High Templar casting storms fully destroyed me. I was like wtf, ok next game i am serius.

It was Protoss vs Protoss

I went 1 base tech to Stargate, Mothership + Carriers as when scout comp was again apm like crazy and had preety large ground army. When he attacked it was like milion of Imortals + lots of stalkers but I had hard air and crushed his attack, he even build expansion on my natural lol I when distroyed 2 his expansions but when i went main whe prodused lots couple of carriers and distroyed my air units.

This v6.0 is seriusly bad ass. It will for sure greatly put pressure on my apm and macro as ai is preety scary this time

Incredible job developers.   8)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: kewickviper on March 06, 2010, 07:32:07 AM
Just looked at the code. Very nice guys! Still a lot of stock spam, but I like the 3 different variations on open/mid/late giving 27 different combination's for each race. Will run some tests now and play a few games against it!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: brutester on March 06, 2010, 07:35:19 AM
This AI is much better then the ones before.

But there is a huge problem:
There is no AI in the AI scripts - they just do pre-programed orders.

Examples with the Zerg AI:
1. void ZergMid1... No protection against air units - the protoss does VoidRays and kicks their ass. Zerg continues to do Zerglings+Roaches.

2. I've watched ZergLate1() vs. ProtossLate1() - 20 Hydras(without Grooved Spines) vs. 20 Carriers - again not a good duel

In the games above it should use the InitCounters() and see that it should start doing a lot of Hydras/Corruptors, not starting the ZergMid1/ZergLate1() again and doing 40 Zerglings + 25 Roaches.

I've played against AIs with TerranLate1()/ProtossLate1(). 60 Hydras with Grooved Spines and RangeAttacks2+Armor2 kicks them :)

Another issue is on Lost Temple - when someone expands on the Top left/bottom right corners reachable only from air, the Zerg Ai continues to do ground units, but doesn't do Ventral Sacs(transport ability for Overlords)

I hope this will help for the next release. Keep up the good work ;)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: formerself on March 06, 2010, 07:36:05 AM
Got through a PvT in about 14 minutes and here is the relevant info (6.0 standard):
+ AI built supply depots around his CC and barracks. Nice protection.
- No tech upgrades even though he launched and attack with lots of marines and marauders. Instead he built 2 factories and 2 starports and used those for building 1 medivac.
- Seemed like he could see through the smoke on scrap station.
- He got way too much gas and still he never used mules to try to balance it out.
+ He identified his ramp / choke point and set the barrack waypoints there.
- He didn't lift his buildings when being overrun by zealots.
- No constant flow of units, even though resources would allow it (he could've been saving for an expansion though).
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: pixartist on March 06, 2010, 07:36:22 AM
Dude nice AI, had a lot of fun in my first game (TvZ) and I actually lost to Ultralisks, but I found two weird things..


1. The AI had (2) Overseers in my base, and when I attacked them, then only retreated a few meters and then stopped, so I could easily kill both.
2. I harrased his army of ultras & zerling with 2 battlecruisers, and he didn't know how to react because he couldn't attack me. His units just spazzed around and then died, instead of fleeing
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Bodzilla on March 06, 2010, 07:58:29 AM
Just managed to beat this AI

StarCrack AI 6.0 AI Cheating Edition
- AI has a 2x harvest bonus and can see the whole map

While the resource is very very hard to fight against, nearly impossible in most case's The ai isn't very good against countering Air assaults.
The dont build alot of anti-air forces and just now i was able to beat an AI that wiped out the map with nothing but 4 hatchery's and a greater spire.
Brood lords are god.

I was building in the bonus base's on lost temple.
They just dont seem to be able to launch larger scale drop ship attacks or air forces in general.

Cheers zilla

and thanks btw
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: turdburgler on March 06, 2010, 08:16:06 AM
Feedback seems to be around 50/50.

Half love it, half think it's too easy. To the second half, you guys have to realise, you're playing against what we've only been working on for a week, it's not going to be great against your walls, or your cheese. It might not ever be, we can only play with what Blizzard have given us and it's really not that much.

As far as countering goes, we are yet to find a foolproof method, we tried to offset that in this version by giving the AI a mix of units in his attacks. As well as making him build a good amount of AA in his bases. But it seems from feedback you're not happy with it.

v6.1 will come this weekend with the build orders fixed and a few other fixes I didn't get around to doing late late night.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: kblood on March 06, 2010, 08:19:14 AM
Great AI, lots of improvements :)
I just tested it on sYk0's 6 player map, viewing as observer. It was 2 terran vs 4 zerg.
BUG alert, one Zerg, computer 5 on this map, bugged in its initialization process. It must have been something important, because it did make an overlord, but was still capped to 11 units. After that it just stopped. Massed almost 2000 minerals doing nothing but collecting.
Other than that the other AIs went on. It was nice to see so many of the same so I could see the different builds. Possibly anyway :)
Pros:
Zerg actually burrowed its workers when attacked :) Zerg uses its detector units and both has some in base and one with its army. Was useful against the Zerg who just burrowed :) The Zerg going lategame, bult mutalisks, hydralisks and ultralisks, and still some of those essential zerglings which it used to take out a few expansions.
Terran played well also. I did not notice if it repaired its units, but one made a medivac for the first attack group. That is a powerful and important combo. Well, not sure if it was its first, but it did seem to add it to its first group later. Also after loosing its units it actually was already building another army and had it ready by the time the first one was gone. It probably helped that this one came out on top of just about all battles, and had a good income. It used Vikings, Siege Tanks, Marines, Thors and Marauders. A powerful combo.
Even more importantly, it had the siege tanks in the second army set up to defend its main base while making it, and while having its attacking army... well attacking :)
Cons:
This was my first view of the AI so it might not all be true, but some things that seemed lacking:
Terran vs Siege Tanks - When attacking a siege tank the usually long ranged terran units did not try getting close and personal to avoid the siege cannon. Not sure how that should be put into the tactical AI, but it could be useful.
It seems it might never fall back, but I still prefer this over always falling back.
It seems to need some kind of emergency script. When having lost too many buildings, it needs to rebuild. And it always seems to fail at getting more workers. It might even be using its much needed minerals on building something, almost killing itself being down to one worker already.
Also I think it needs to reevaluate its current work orders. Like more building checks. One Terran got attacked, and had resources, but did not seem to be pumping out whatever troops it could to save its base. It might not have made a difference but the attackers pulled back, to defend somewhere I think. After that it failed having only one SCV and not beginning to pump out more SCVs straight away. Which makes me think it needs emergency modes, where it is low on specific buildings and units. It might already be there, it just did not seem to work in this game.
One thing I would very much like to see is a turtle AI. One that just plays defensive until it survives an attack and has a huge army.
But so far it really seems to be a great AI :) Good work and thank you all very much.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: pondloso on March 06, 2010, 08:24:36 AM
i found one
when i play zerg and ai an zerg
i attack them with air foce and they only spaw zergling to fight me
it very dump what first i though but i realize after the reason they only bluide
zergling because they not development any air foce it poor ai it away play the rush step
they just bluide big foce for rush game but not think any development
i play with this AI about 10 game all of them and so quick not to long after they decilne
to attack me an i couter back an that it END every game never saw the other stye playing
of this AI thet just rush only or they rush more then other maybe but for me never saw

BTW good jop guy this AI gave me hardest game so far keep going with random good tactics
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: kblood on March 06, 2010, 08:25:35 AM
Quote from: turdburgler on March 06, 2010, 08:16:06 AM
Feedback seems to be around 50/50.

Half love it, half think it's too easy. To the second half, you guys have to realise, you're playing against what we've only been working on for a week, it's not going to be great against your walls, or your cheese. It might not ever be, we can only play with what Blizzard have given us and it's really not that much.

As far as countering goes, we are yet to find a foolproof method, we tried to offset that in this version by giving the AI a mix of units in his attacks. As well as making him build a good amount of AA in his bases. But it seems from feedback you're not happy with it.

v6.1 will come this weekend with the build orders fixed and a few other fixes I didn't get around to doing late late night.
I do not think you should expect us to ever be happy with it. At least there are always possible ways to improve the AI, but it seems very close to the AI scripts in other Blizzard RTS games now. After fixing workorders and a few bugs, my wish list for the AI would be counter measures. More counter builds when the current builds are not working. Seems the problem might be figuring out when to counter build. If I am not mistaken it should be possible to just make some part of the script add anti air units i.e. to the current army? Maybe make it build a few more anti air defense buildings at least if it has too few of them.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: gamerjr on March 06, 2010, 08:40:04 AM
Ok ive done a few tests on v6 and i think that the AI is much for intellegent but I am seeing a large decrease in brute force and rushing (ive only done like 4 matches though). Also I was doing a PvP and i decided to build a pylon inside the (tree's i think it was) inside his base to warp things in, well the computer found my probe and chased it with about 12 zelot's and once i entered they went away, So i owned with a bunch of stalkers and zelots but that is a common sense that the probe didn't disappear.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: brutester on March 06, 2010, 08:52:36 AM
I've found another bug in ZergAI. It had 5 expansions, but only 14 drones in total. 6 Drones for minerals and 8 for gas.

P.S. I think this is because AI it is not building new Drones, but using them for new buildings.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Flayer on March 06, 2010, 09:01:20 AM
This AI is better than any in current Blizzard games, great work for such a short development time!

With a couple of minor bugs worked out on the macro/counter level it will really be a pleasure to play against. Of course AI will never match a human player but now we can have a fun game of SC2 without being in the beta.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Lenor on March 06, 2010, 09:09:30 AM
The Ai is too easy,even the cheating one...the v5.5 cheating is the best so far.Sorry but 6.0 sucks bad

Still,beyond excelent work on v5.5
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Rahab on March 06, 2010, 09:38:54 AM
Quote from: Lenor on March 06, 2010, 09:09:30 AM
The Ai is too easy,even the cheating one...the v5.5 cheating is the best so far.Sorry but 6.0 sucks bad

Still,beyond excelent work on v5.5

At least have the courtesy to explain why you think it sucks so bad.. just saying it sucks doesn't help the creators of the AI
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Lenor on March 06, 2010, 09:41:36 AM
Quote from: Rahab on March 06, 2010, 09:38:54 AM
Quote from: Lenor on March 06, 2010, 09:09:30 AM
The Ai is too easy,even the cheating one...the v5.5 cheating is the best so far.Sorry but 6.0 sucks bad

Still,beyond excelent work on v5.5

At least have the courtesy to explain why you think it sucks so bad.. just saying it sucks doesn't help the creators of the AI
Already said that in the 3rd page of this topic,the AI sucks bad because it's so easy,killed 30 zealots with 6 roaches...no need for more examples.It's like the devs struggled to make the AI so easy,made excelent work with 5.5,dunno why this turned out to be so bad
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Organized_Chaos on March 06, 2010, 09:45:09 AM
Quote from: legendre on March 06, 2010, 02:50:56 AM
Quote from: ashdlgsagld on March 06, 2010, 01:34:22 AM
suggestion: try not walling against a comp?  :D

I was just doing what I normally do in a real game. Don't really find it purposeful to deviate from it when playing against the computer. I play the AI with the goal of practicing for 1v1.

Another Suggestion

I don't know if its possible but maybe make the computer consider dropping or air attacks when the direct route is blocked?


Guys, this goes for everyone - if you're walling in ANY way vs the AI, you're really not that good, and are complaining for no reason.  An SCV wall at the ramp with rines behind them isn't even acceptable vs an AI IMO, but a depot wall?  lol!  This isn't some advanced AI from 2020...even 6.0 is the most basic scripted AI you can get, hence it won't know how to react when something is blocking its path to the enemy. 

Basically you should always refrain from doing any tricks vs the AI, i.e. depot walls, SCV walls, cannon rush, back door warp prism, back door nydus, etc. because it's essentially cheating if it's against an opponent that doesn't know how to react.  Get it?  ::)

The pros wall in because they're playing against other human players!  It stops those early ling/zealot rushes, but we can easily adapt to it when we're going up against it by seiging w/slow roll, or very simply not trying to break the wall when we know it's not possible to break.

I just played a TvZ and didn't wall in at all, and even that wasn't challenging (for me).  It came at me pretty late-early game with like 15-20 lings, but I micro'd my rines at the ramp and slaughtered them. 

Moral of the story: stop walling in and doing cheap shit vs the AI if you want a challenge.  If you're above average at all, then it won't really be a challenge no matter what you do.  Mid game I had 2 expansions, 6 tanks, ~40 rines, ~20 marauders, 5 medivacs, and 3 ravens.  They had no chance.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Organized_Chaos on March 06, 2010, 09:49:23 AM
And one more thing... if you want any kind of useful practice for playing against other humans, then go vs an AI that harasses a lot, like AMAI.  It at least keeps you on your toes...
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: pixartist on March 06, 2010, 10:15:52 AM
Quote from: Organized_Chaos on March 06, 2010, 09:45:09 AM
Quote from: legendre on March 06, 2010, 02:50:56 AM
Quote from: ashdlgsagld on March 06, 2010, 01:34:22 AM
suggestion: try not walling against a comp?  :D

I was just doing what I normally do in a real game. Don't really find it purposeful to deviate from it when playing against the computer. I play the AI with the goal of practicing for 1v1.

Another Suggestion

I don't know if its possible but maybe make the computer consider dropping or air attacks when the direct route is blocked?


Guys, this goes for everyone - if you're walling in ANY way vs the AI, you're really not that good, and are complaining for no reason.  An SCV wall at the ramp with rines behind them isn't even acceptable vs an AI IMO, but a depot wall?  lol!  This isn't some advanced AI from 2020...even 6.0 is the most basic scripted AI you can get, hence it won't know how to react when something is blocking its path to the enemy.  

Basically you should always refrain from doing any tricks vs the AI, i.e. depot walls, SCV walls, cannon rush, back door warp prism, back door nydus, etc. because it's essentially cheating if it's against an opponent that doesn't know how to react.  Get it?  ::)

The pros wall in because they're playing against other human players!  It stops those early ling/zealot rushes, but we can easily adapt to it when we're going up against it by seiging w/slow roll, or very simply not trying to break the wall when we know it's not possible to break.

I just played a TvZ and didn't wall in at all, and even that wasn't challenging (for me).  It came at me pretty late-early game with like 15-20 lings, but I micro'd my rines at the ramp and slaughtered them.  

Moral of the story: stop walling in and doing cheap shit vs the AI if you want a challenge.  If you're above average at all, then it won't really be a challenge no matter what you do.  Mid game I had 2 expansions, 6 tanks, ~40 rines, ~20 marauders, 5 medivacs, and 3 ravens.  They had no chance.


dude it's not "something" that blocks the AI to get into the enemy base, it's the ENEMY, also, those things are not "tricks", what you are suggesting is, that we should play exactly LIKE the AI....
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: turdburgler on March 06, 2010, 10:34:13 AM
QuoteIt's like the devs struggled to make the AI so easy

Thanks, that's exactly what I was doing until 4:30am last night. Struggling to make the AI easy.

If you had a particularily bad game, give it another try, you might just have gotten a poor variation. Apart from that, if you're good at this game, it's not going to give you much of a challenge. Starcraft 1 AI never gave me a challenge and they had a few years on that. C&C Generals AI got faceraped by me every time and they had millions of dollars and years to work on the game.

tl;dr stop whining
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: canman on March 06, 2010, 10:48:10 AM
Hey - signed up for an account just to tell you how grateful I am that you spent time building this AI and improving it. I once competed in an AI programming competition and, even after a month, everybody's bots still acted pretty stupid. I'm amazed at what you've accomplished in a week.

Anyway, for all of us who haven't been lucky enough to get a beta key, thanks for your hard work.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: dantemp on March 06, 2010, 10:52:15 AM
Quote from: turdburgler on March 06, 2010, 10:34:13 AM
Thanks, that's exactly what I was doing until 4:30am last night. Struggling to make the AI easy.
.....

tl;dr stop whining
Ok man, don't get us wrong. We absolutely love your job on this, but you set the bar so high yourself with the fast first AI's and some of us were expecting more. Anyway, I have only one question and will repeate it, hopefully this time I'll get na answer.
Is it POSSIBLE to make the AI counter the enemy's production. For example, If I play against protos and go all Mutalisks, he counters with Phoenixs? It would be so cool if you manage that!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: bullet_magnet on March 06, 2010, 10:54:48 AM
Hi,

I also signed just to tell you a thanks for all your great effort. Don't get discouraged by negative criticism.

Quote from: turdburgler on March 06, 2010, 10:34:13 AM
QuoteIt's like the devs struggled to make the AI so easy

Thanks, that's exactly what I was doing until 4:30am last night. Struggling to make the AI easy.

If you had a particularily bad game, give it another try, you might just have gotten a poor variation. Apart from that, if you're good at this game, it's not going to give you much of a challenge. Starcraft 1 AI never gave me a challenge and they had a few years on that. C&C Generals AI got faceraped by me every time and they had millions of dollars and years to work on the game.

tl;dr stop whining
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: newbiz on March 06, 2010, 11:22:00 AM
Some random feelings about the 6.0:


Problems to solve:


- Still not a real challenge for an average RTS player. Even the cheating one.


- (Minor) Zergs don't use creep tumors, so their colonies are stacked randomly between buildings, where there is enough creep.


- No adaptability, the AI will send waves after waves of ground units where it is obvious that there is no possibility to kill those tanks.


- (Minor) No real micro management. You can kite almost anything if you have a reaper/viking/stalker/colossus, just by going back and forth over gaps or walls.


- (Minor) AI does not consume its resources as it should, that's why the cheating AI is not really better than the standard one.


- (Minor) AI won't react to any exotic strategy (but that's not really a problem)


- (Major) The AI won't enclose you. It sends waves of units, but from its camp to yours. Instead, the AI should stack its units near you base entrance, out of range, so that you cannot get out to create expansions. (SC1 AI did that).


- (Major) AI does not group units wisely. They should combine antiair and antiground units. But most of the time, a wave consist of onlyground or onlyair.


- (Major) AI does not check for expansion often enough. In SC1, the AI was able to burrow for instance 1 zergling near each mineral group, so that when you come with a drone to create an expansion, the AI knows, and the zergling kills the drone (or stay burrowed and a wave is sent to the expansion)


- (Major) AI does not protect its bases. I mean, all its army is stacked for an attack wave, and they have to come back if the base is attacked. They should reserve some units to stay at the base to defend until the real army can come to the rescue.


- (Minor) Terrain buildings should lift off when ground attacked.

Nice things from 5.5:


- AI will expand to places only reachable by transpots. Nice!


- More units are using their special abilities (HT & co).


To those who have problems defeating the AI:


Standard - Protoss: Create some zealots and as soon as possible immortals. Wait for the first rush (you should have ~6 zealots ~3 immortals) send zealots while you kite them with immortals. Then strike back while producing more and more immortals. You should defeat them easily.


Standard - Terran: Block you entrance with 2 supplies and 1 barrack. Create a bunker with 4 marines and as soon as possible tanks. During the rush, just keep reparing supplies & bunker. Strike back with tanks & vikings.


Standard - Zergs: Create mass zerglings, and roach as soon as possible. You should resist quite well to the first rush by kiting them with roaches while zerglings mess him (same thing with zealots/immortals). Strike back by transforming zerglings to bannelings and burrow them in his expansions. You should be able to destruct him with your bannelings and mass roaches.


Cheating: Roughly the same stategy than with the standard AI, except that you should create a massive defense (tons of tanks (+some vikings for anti air&rush)/ roaches(+some hydras for anti air) / immortals (+phoenix for anti air). Once you base camp is protected enough (i.e. you don't even need to micro when a wave arrive), begin to create all possible expansions. If an expansion is attacked, just rush the AI, it will back to protect it.



Hope it helped.
Keep up the good work, the AI gets better & better at each release :)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: bustya on March 06, 2010, 11:29:48 AM
I liked 5.5 better than 6.0.

TvP they zealot rushed me, broke through my wall, but then retreated while i had no troops at all. Then they massed battle carriers and crushed me.

5.5 was way better IMO, although 6.0 does build base defences.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Nipels on March 06, 2010, 11:40:13 AM
Hey, just signed up to let you know how badass of a creation you got going here. Don't let these haters get you down. You are doing great work.

Now for all of you people out there crying about how "Wahhhhhh It's not a challenge?!?!?!" Of course it isn't. Anyone with a brain is automatically better than an AI, because brains can adapt. If it is so easy, try handicapping yourself on purpose. Obviously, don't wall in. Don't build any static defenses. Try different off-the-wall strategies. Only allow yourself 10 SCVs/Probes/Drones per expansion. If 10 is too many, try 9. I know when I go all out against a computer, I end up with 14k Minerals and being maxed out a few minutes into the game. That isn't fun.

Try beating the comp without going over 100 PSI. If that is too easy, than 80PSI. Make it challenging yourself.
QuoteAlready said that in the 3rd page of this topic,the AI sucks bad because it's so easy,killed 30 zealots with 6 roaches...no need for more examples.It's like the devs struggled to make the AI so easy,made excelent work with 5.5,dunno why this turned out to be so bad
This new AI is a lot more versatile. It tries new build orders and strategies. So what if it doesn't break down 15 minutes in and only send Carriers at you? The bottom line is your criticism is bull shit. You offer no ways for him to improve it, and honestly, I wish you weren't allowed to download from this site. These Devs have no obligation to you. Your ungrateful ass should be banned for biting the hand that feeds.


My only request from the Devs is an "Insane" cheating version. One that is almost impossible to win. The idea being to see how long you can last.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: marSz on March 06, 2010, 12:08:53 PM
Quote from: bullet_magnet on March 06, 2010, 10:54:48 AM
Hi,

I also signed just to tell you a thanks for all your great effort. Don't get discouraged by negative criticism.



Same here, ur doing a good job keep it up!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: mx420 on March 06, 2010, 12:14:22 PM
great ai,  everyone who is sayin "play this like you would play against a human opponent, is an idiot. by doing that you are abusing the ai,  not the other way around.  lol  you think a human player is gona let you kite them like this ai does?  give me a break.

i usualy wall with depots, again, this isnt sc1 and the reason the depots go underground, IS SO YOU CAN DO JUST THAT... WALL!.  the ai doesnt run around infront like they did in sc1, they attack the depots right away and push thru fast. I had a game where the toss started to run away even once they owned everyone, minus a marauder... i was able to kite them long enough to get my army back up.... ya playing like it was a human  makes it easier, LOL to you ppl thinking you are pros for doing that.

my T strat is to build my defense INFRONT of my first expansion, so there is no problem getting to it later, so its not like im walling a ramp, more like an area 3 - 4 depos wide. Ive played 4 games, first two games i got rocked by the toss (i play terran) so i was learning a new build, definetly can not tech when facing the cheating ai haha. 3rd game was vs T, which i won pretty easy, held off their first attack and had enough left over i just went into their base and killed them,  short game. 

4th game i finaly got my rematch with the toss. came at me with his 20 some zealots and as i explained above, was able to kite them (like a "pro" haha) until i had enough to finsihed them off. Kept massing  marines, marauders, medivacs and fire cars. their 2nd attack game with zealots, dragoon replacments, and immortals. i had so much ter 1 i raped these, then continued into there base with a thor as support, and took them out.

for an AI this is pretty damn good, cant wait till the small things are worked out.  gj turd! anyone trashing this ai just needs to get a life, dont listen to them ;) .


o and btw, im talking about the cheating version
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: undeadnightorc on March 06, 2010, 12:24:54 PM
Can't believe the nerve of some people to complain about something that is essentially free. Just be glad to actually be playing sc2 in any form, people!

I'm quite happy with the latest AI version.  I play random (no choice cuz I go with whatever the map gives at the start lol), so my experience with AI matchups changes from game to game. Some games were notoriously easy, others were unexpectedly hard. Either way I'm getting trained in SC2 and familiarizing myself with the units and hotkeys and stuff, so big win!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: RoarMan on March 06, 2010, 12:26:00 PM
Pros:
-The varying amount of builds is interesting to play against.
- I love the fact that the Ai are using Psionic Storm and such, that's a big plus in my book :D
- Ai going for Island Expansions is great


Cons:
- The Ai doesn't seem to be countering properly, just follows whatever build orders
- The Ai seems to build A LOT of workers early games. I was playing against the Zerg Ai, I had just wiped out about 20 of it's zerglings and I decided to wait to see if it would try to build up more fighting forces. After about two minutes and proceeded to attack, and found that the Ai seemed to have like 30+ drones on Minerals alone, but he did not pump out any fighters.
- As mentioned before, the Ai don't seem to scout and hunt expos early enough
- The Ai doesn't seem to put much pressure or harass (Although they seem to be doing it a bit more than 5.5) as I'd like to see.
-The Ai should get upgrades, they're pretty crucial in Sc2 and by late game my upgraded army would just smash the Ai's ungraded one. (I mean the + damage and + armor upgrades)


Although it doesn't seem much harder than 5.5, it's fun to fight against a variation of builds and great to see the Ai progress. Ily guys for the work on the Ai!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: vitalsine on March 06, 2010, 12:34:45 PM
Gotta run for a bit, but I cant wait to give this a shot. Good work Turd!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: killabyte on March 06, 2010, 12:39:31 PM
yea turd don't get upset with those of us that are actually trying to give constructive criticism vs those that just want to bitch for the sake of bitching.  if you are walling against the AI and complaining then it's no wonder you're not being challenged.  i think some of them are expecting the old days of setting the AI to insane and walling up on big game hunters with a 7 on 1 and expecting a good fight and waste of 30 mins to an hour's time and you're just not going to get that out of this right now.


you did make such improvements in the last week that i think everyone just expected a lot more.  i'm guilty of that myself.  when i say expected i mean as in was looking forward to more not as in felt "entitled" to more so don't take that the wrong way.  i also think that if each race has 27 possible strategies that everyone should play at least 10 games before offering any kind of criticism.  or i could be stupid and have completely misunderstood what was said.


i still think a big advance would be getting the AI's to work together so that it isn't FFA.  i honestly think that would be a big boost to how much of a challenge it is.  maybe i'm asking for something stupid, i dunno.  might be done in the map for all i know or it might not even have been coded in by blizzard yet.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Dollerz.Mercenary on March 06, 2010, 12:46:46 PM
Does patching sc2 make the ai not load, or is it lazylaunch 2?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: starscraft-2-fan on March 06, 2010, 12:48:19 PM
does anyone have a problem loading the replays for the AI i cant seem to load them
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Tudi on March 06, 2010, 12:51:01 PM
Avsome job guys, did not yet check out rev 6 but for an AVG JOE like meit took more then 3 hours ( at least 15 - 2 ) to beat the AI (5.5cheating).
I think 5.5 was amaizing. Maybe it was just me but i seenT comming with like 6 thors, vikings scanning area for siege tanks toattack( 1 viking at a time). Protos teching up, Zerg constantlyrushing...Overall this gave me quite some challange(yeah i can readthat most of you guys here are bored by the AI).
How hard was 5.5 ?Once i tried to rush the AI with 48 marines, 6 battlecruisers, 6 siegetanks, 12 marauders, 4 madivacs and 5 ravens. He caught me infront ofmy base so i dropped 20 towers with the ravens and managed to save 3battlecruisers from all my army. Until they got to enemy base the AIrebuilt all he's force and i got owned ofc. I know he rebuilt becausehe cheated. Now if this does not give a better time then SC1 AI thenyou guys come from the moon.

I dare you play only in "fastest" game setting with cheating version.

Willdefenetly donate cause i beleave if you put heart in a project it willcome out better in 1 week then 1 million dolar invested in workslaves.

PS.: i seen that blizz sometimes uses techniques that depend on your CPUpower. Ex WOW collision detection gets worse with less CPU power ( 5years wow dev here). So if AI sucks for you it might be because of theAI not getting enough juice to think things over(predict the futureonly on short term).
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Sly_Fly on March 06, 2010, 01:18:33 PM
Quote from: starscraft-2-fan on March 06, 2010, 12:48:19 PM
does anyone have a problem loading the replays for the AI i cant seem to load them

[url=http://darkblizz.org/Forum2/not-enough-pylons/how-to-view-your-own-replays-(with-full-instructions-on-how-to-install-the-game)/]http://darkblizz.org/Forum2/not-enough-pylons/how-to-view-your-own-replays-(with-full-instructions-on-how-to-install-the-game)/ (http://darkblizz.org/Forum2/not-enough-pylons/how-to-view-your-own-replays-%28with-full-instructions-on-how-to-install-the-game%29/)[/url]

steps 8 and 9. That should put you on the right track.

The Not Enough Pylons forum is your friend.

Looking forward to trying out the 6.0 AI. So far there has been much progress made and I salute all the developers and their hard work.

Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Nipels on March 06, 2010, 01:25:41 PM
Quote from: Tudi on March 06, 2010, 12:51:01 PM
I dare you play only in "fastest" game setting with cheating version.
Fastest is the only way to play.  ;D

I suggest we make a list of challenges to go along with the new AI to artificially make it more challenging. Here are mine.

(No Walling on any of these)

Beat the AI with less than 100 PSI, 80 PSI, 50PSI. No rushing for 5 minutes.

Beat the AI with less than 10 Workers mining per base/expansion. All Workers must be made by the CC/Nexus/Hatch at said expansion. No Transfering workers from one base to another.

Beat the AI as Zerg using ONLY static defensive structures and creep tumors.

Beat the AI as Protoss using ONLY Sentries.

Beat the AI as Terran using ONLY Ravens.


More to come.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: maczor on March 06, 2010, 01:35:21 PM
I register this acc just to tell this is really one of best ai i played with. Dont listen lame comments..This is the first ai ( non cheating i lost 2, and its big lol to me cuz im not sc noob : D )  But well i play whit 4 comps,  1 ai just cant be enuff fun like when u play vs real opponent : )
GJ develop team, continue work like this !
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: ashdlgsagld on March 06, 2010, 01:44:31 PM
Also guys, check to see if you're playing at "Faster" speed.  It's a lot easier on "Normal" which I did not realize I was playing on :P 

Still haven't lost to 6 though  :-[
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Naymek on March 06, 2010, 01:58:10 PM
Excellent upgrade gentlemen, fantastic work. What a positive difference in intelligence from 5.5. Again, nice job!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: godspiral on March 06, 2010, 02:13:21 PM
This is harder than 5.5 for sure.  Very challenging and fun.  Especially if you don't just mass up in your base and wait for it to come to you. 
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: turdburgler on March 06, 2010, 02:17:47 PM
I agree that I'm having lots of fun playing FFA with this. I haven't lost yet but I've had a few close calls. A lot of fun  :)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: killabyte on March 06, 2010, 02:26:05 PM
Quote from: ashdlgsagld on March 06, 2010, 01:44:31 PM
Also guys, check to see if you're playing at "Faster" speed.  It's a lot easier on "Normal" which I did not realize I was playing on :P 

Still haven't lost to 6 though  :-[


that's a good point dude.  i thought about the game speed last weekend when i first tried out an AI and figured nah i better get the hang of it first since i haven't played any SC in years.  now that someone mentioned it and reminded me i'm gonna try it in a little while.  be sure to try different maps too guys.


  for anyone that doesn't know just use your keypad + and - to increase and decrease speed.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Frosty3k on March 06, 2010, 02:34:25 PM
Hey, good job on this new version. :)  It works quite well.  For the first time I see the AI building detectors AND they don't retreat at the site of a few units.

There is, however, one thing that I noticed.  No matter what you do, the AI doesn't change their build.  It would be good to set the AI to a pre-defined strategy throughout the game, but also make some room for countering other players.

Also, on the Lost Temple map, the AI (at least the one protoss build) never built ANY air units other than observers.  So they couldn't attack my island bases.

But otherwise, good job. :)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: devinmorris on March 06, 2010, 02:36:12 PM
Nice Job on 6.0, it is better then 5.5 for sure.

ETA till 7.0?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: maczor on March 06, 2010, 02:42:46 PM
Quote from: Frosty3k on March 06, 2010, 02:34:25 PM




Also, on the Lost Temple map, the AI (at least the one protoss build) never built ANY air units other than observers.  So they couldn't attack my island bases.

But otherwise, good job. :)
LOL wtf ? i lost to mass carriers: D  i need check later maybe i lost vs cheating ai, not standard but dont think so, first toss atacked me whit cca 6 carriers, i killed them, then 2nd toss  come whit even more and voids : ))

btw i play only on fastest
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Pleomax on March 06, 2010, 02:55:25 PM
Btw guys how can you counter mass carriers ?;\ I head in the last patch is easyer because you won't be able to target the interceptors.But dont want to update to the last version be cause everyone says it has some video problems.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: wombat- on March 06, 2010, 02:57:06 PM
Very good job on the AI, I really enjoy playing against it.

I have a suggestion for improving your Zerg AI: It should build an additional hatchery in its main base at some point, as it won't be able to keep up with the other races production pace otherwise. I think this is the reason, why the cheating Zerg AI is significantly easier than the cheating Protoss and Terran AI's, which are the only ones I couldn't beat yet 1v1 (no cheese!). Anyone else experienced this difference in difficulty?

Also, I experienced the following: PvP, AI had like 12 Zealots chasing 8 of mine, my Zealots were forming kind of like a line while retreating. At my base I was like what the heck and decided to fight. Turned out his Zealots were focused on the single one that was on at the end of my "string" of Zealots, so I microed it back, they continued to follow it for like 4-5 seconds which gave my other Zealots time to deal enough damage to offset the AI's advantage.

Keep up the great work!

PS: Can anyone tell me where to get more maps from? Cheers.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: onimusha1985 on March 06, 2010, 03:03:42 PM
Quote from: maczor on March 06, 2010, 02:42:46 PM
Quote from: Frosty3k on March 06, 2010, 02:34:25 PM




Also, on the Lost Temple map, the AI (at least the one protoss build) never built ANY air units other than observers.  So they couldn't attack my island bases.

But otherwise, good job. :)
LOL wtf ? i lost to mass carriers: D  i need check later maybe i lost vs cheating ai, not standard but dont think so, first toss atacked me whit cca 6 carriers, i killed them, then 2nd toss  come whit even more and voids : ))

btw i play only on fastest

yep i lost against carriers too lolz. like 12-15 of them. Was doing fine before they came. I hate how u attack the intercepters. THAT needs to be fixed
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: onimusha1985 on March 06, 2010, 03:04:15 PM
Quote from: Pleomax on March 06, 2010, 02:55:25 PM
Btw guys how can you counter mass carriers ?;\ I head in the last patch is easyer because you won't be able to target the interceptors.But dont want to update to the last version be cause everyone says it has some video problems.


where did u hear this? i hope they fix it so u dont attack intercepters over carriers.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: [mrn] on March 06, 2010, 03:23:26 PM
Just.. sh*t, I can't beat this :D I'm kinda new to SC2 anyways, so could someone give me some life saving tips how to survive as protoss..? :D

DEVS YOU ARE DOING GREAT JOB HERE!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: R41n on March 06, 2010, 03:25:00 PM
QuoteAlso, on the Lost Temple map, the AI (at least the one protoss build) never built ANY air units other than observers.  So they couldn't attack my island bases.

Well i don;t know what happened in your game but here is the story of my first defeat with AI v.6:

I played a lost temple and i was P and the AI was 1Z&2P.I was trying to beat the computer with only 10 workers(like nipels said above  ;) ).The first wave was from zerg and with a little luck i managed to escape with half of my army(zels and stalks) :) .Short after the attack i sent some zels and stalks to wipe him(the zerg) but i fail  :D .Right after i attacked him a P comp managed to destroy him.I sayd wow, 2 more to go.But as i was enjoying the defeat of the zerg, after a few minutes a massive army of zealots, stalkers and some immortals was at my door :( .I was having only 1 expansion and was guarded by ~15 zealots,~8 stalkers and 3 immortals and some cannons.He was crushing me but i escaped and i settled on the north island.There i managed to get ~10 pheonix, 8 cannons&stalkers for defense, and over 12 void rays.Meanwhile a protoss player wiped out the other P with over 10 (i think) carriers(i was having some observers and i saw the fight).Then after 2 minutes(he was searching the map looking for me :) ) he finally find me and i was having the same fate as the poor P comp ;) .

This V6.0 is much better than the last version.
Its very funny and i im looking further for the next games as i im playing with a limit of workers and is very challenging 8) .

Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Pleomax on March 06, 2010, 03:28:41 PM
Quote from: [mrn] on March 06, 2010, 03:23:26 PM
Just.. sh*t, I can't beat this :D I'm kinda new to SC2 anyways, so could someone give me some life saving tips how to survive as protoss..? :D

DEVS YOU ARE DOING GREAT JOB HERE!

http://forums.battle.net/thread.html?topicId=23393189396&sid=5000 (http://forums.battle.net/thread.html?topicId=23393189396&sid=5000)

http://www.starcraft2.com/features/battlereports/1.xml (http://www.starcraft2.com/features/battlereports/1.xml)
http://www.starcraft2.com/features/battlereports/2.xml (http://www.starcraft2.com/features/battlereports/2.xml)
http://www.starcraft2.com/features/battlereports/3.xml (http://www.starcraft2.com/features/battlereports/3.xml)
http://www.starcraft2.com/features/battlereports/4.xml (http://www.starcraft2.com/features/battlereports/4.xml)

The battle reports are verry enjoyable. Hope this helps you.
Maybe devs can get some ideeas on how to improve the AI from thoes reports !
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Crazed on March 06, 2010, 03:28:58 PM
Just tried the cheating AI, it has improved a little bit, though it seems that you've programmed it to be more proactive than reactive (ie. if the T is set on going marine/hellion, its gonna do that, regardless of whether I went with no zeals or lings, then of course it does the opposite, when I mass lings it doesnt include any hellions in its army composition).

Of course the same old problem exists: if I survive the early game (ie. I don't die to the 24 zeal rush, or the M/M rush, I pretty much outmacro the AI, which if it has unlimited APM and a shitload more resources should not be possible).

And yea, if you do exploit bugs in the AI such as kiting units around you'll win, its like using your worker in SC1 to attack an enemy building and have the AI's peons chase you around. I'd recommend that if you're losing to the AI, not to build more static D, but to improve macro and army composition so that when SC2 comes out you won't have any bad habits spilling over into your games against human players.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: notquitefob on March 06, 2010, 03:31:28 PM
been following the starcrack AI development and was able to upgrade from 5.5 to 6 last night.  First, I just want to say that this is definitely a noticeable improvement over 5.5 in terms of difficulty. 


Lost Temple: I was using Terran v. 1xZ, 1xP, 1xT. 


The zerg first came at me early-mid game with 20+ lings and roaches that I was able to fend off with turtling, bunkers and repairing SCV.  Right after I killed them off the Zerg computer announced GG because apparently it got wiped out by another comp while attacking me.


Then the second wave came from the Toss with 10 Zealots, 5 stalkers, 2 immortals.  By now I had 3 BCs which I was able to hold them after they took out my first expansion. 


By the time I hit 8 BCs I went hunting.  Unfortunately, just as I reached the Toss base, my base was attacked by 4 BCs, squad of Vikings, and several tanks.  By the time I got back to my base, most of my defenses were wiped out, but luckily few more BCs came out and backup arrived. 


I then took my 10 BCs out to counter and ran into mass Carriers.  The only thing that saved me was that Y-cannon finished researching halfway out of base and was able to fend off the Carriers but leaving my BCs crippled.  I shuttled several SCVs onto a plateau to repair my BCs and reinforced the group with 3 more BCs from base while frantically trying to fortify my expansion.


After reaching the Toss base, I saw that the other Terran computer also arrived with several BCs.  With the Toss in disarray, I engaged the Terran computer head on with SCV repairing, and Y-cannons firing.  Took a huge attrition hit after combat but survived with 4 barely flying BCs being repaired.  Ended up winning shortly after this.


Notes on what they did better this in 6.0
1. cannons near mineral patches to prevent backdoor attacks
2. stronger early-mid game and mix of units
3. computers more willing to stick it out when attacking rather than opting to retreat most of the time.  this allowed multiple computers to wear me down over time rather than allowing me to keep fortifying my base due to retreating enemies.


Notes on why I thought I was able to win:


1. computers didn't use Y-cannon on me, it was the only thing that gave me an edge in battle.
2. computers didn't attack SCVs when they repair bunkers and BCs.
3. computers didn't use much cloaking/abilities to their advantage
4. FFA.  They attacked each other.  If this was co-op against me, I would've gotten owned


Overall, great improvement over 5.x.  I think the difficulty is just right for me right now as I get more use to the game.  Going to play a few more before upping the game speed as I'm still on "normal" speed right now.  Will update as I log more time on the AI.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: DemonStalker on March 06, 2010, 03:33:27 PM
Terran vs. Protoss isn't even funny.  You can harass with 3-4 Reapers all game, and the AI will be stuck with Zealots and Stalkers (though I did see 1 High Templar), while you mass Battlecruisers.

For some reason, it won't build a Photon Cannon at its main base's mineral field (but it does at expos).  Also, Stalkers won't blink, so my Reapers can just jump a cliff and be safe. 

Edit:  Although I believe that my constant harassing stopped him from researching Blink.  Maybe put essential upgrades as a higher priority than just building more units?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: cyricc on March 06, 2010, 03:41:08 PM
This AI is fun and it builds a lot more than 5.5 but it just isn't any fun winning over and over again just because I survive the first rush and due to the fact that the AI doesn't care whether it wins or loses. That's pretty much guaranteed in this AI. Survive the first rush, keep building what you are and you will win. I suppose that it will only get better with time but I have a different suggestion. Why not drop the AI projects, as it seems that they have kinda hit an apex, and pick up the server emulation project? I think this is more of the direction that the devs should take since its what we all really want anyway.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: wombat- on March 06, 2010, 03:42:30 PM
i changed a few things and found that the (cheating Terran) AI, which i havnt been able to beat before now, has gotten very easy all of a sudden:

used Lazylauncher v2 isntead of the original one
used the 1.2.2 GUI instead od none
used the maps from the map thread on this board instead of another one i dont remember where i got it from (mappack created by "omnipotent" , is what it says in the readme)
changed gameplay speed settings normal --> faster


will reverse each of these options 1 for one to check wich one affected difficulty.

EDIT: just noticed that on startup it says starcrack v5.5 which explains the drop in difficulty  ...   how did the before mentioned changes affect cause the AI to revert to 5.5 wtf?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: paco on March 06, 2010, 03:43:55 PM
Just did ffa map against t,z whatever the 3rd was what they took out.
There isn't much difference except Z was sending its overlords after my DTs and comp used the corner expansions on LT. Still it both got assraped easily.
Terran had like 1 scan before i took out its entire base with dts...
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: turdburgler on March 06, 2010, 03:48:32 PM
Quote from: wombat- on March 06, 2010, 03:42:30 PM
i changed a few things and found that the (cheating Terran) AI, which i havnt been able to beat before now, has gotten very easy all of a sudden:

used Lazylauncher v2 isntead of the original one
used the 1.2.2 GUI instead od none
used the maps from the map thread on this board instead of another one i dont remember where i got it from (mappack created by "omnipotent" , is what it says in the readme)
changed gameplay speed settings normal --> faster


will reverse each of these options 1 for one to check wich one affected difficulty.

EDIT: just noticed that on startup it says starcrack v5.5 which explains the drop in difficulty  ...   how did the before mentioned changes affect cause the AI to revert to 5.5 wtf?

Make sure you haven't got a TriggerLibs folder inside StarCraft II Beta folder, if you do, delete it. Then install V6.0 Again.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: wombat- on March 06, 2010, 03:52:21 PM
you should not use lazylauncher2 GUI 1.2.2 as of now, as it does the following:

-GUI can detect your SC2 directory and replace the AI file

(which is still 5.5)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: maxoxpower on March 06, 2010, 04:05:36 PM
hello great ai so far... i got some suggestion

- maybe the terran will create some bunker? ( not too many but need more defense )
- sometime, protoss or zerg dont create air unit.. !
- need more infestor :P hight templar !
- when a queen is dead, the zerg dont recreat it ( need more queen for each hatchery, and need more hatchery :P )
- the protoss suck ?

did the protoss create some sentry ? or terran reaper ?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Enox on March 06, 2010, 04:40:04 PM
There's a lot of talk about this AI being so easy. I feel like everyone ignores novice players. I'm not a complete n00b, I used to play SC1. I'm just more of a casual player. I don't mass produce units and buildings as fast as the AI does. I feel likes 6.0 Easy..is Hard. 5.5 Was easier yes, I could play against AI and win a lot, But the AI was boring, did the same thing all the time. I dont want to play the older AI. I dont feel like the AI being smarter should always make them harder to play. The nice thing about 6.0 is that its more intelligent, not as weird and twitchy and smarter about expanding. But its fast. much faster than me. Doesn't seem easy at all. Or fun for a casual player. The AI should make mistakes too. Maybe I forget to build units when I was distracted with a battle. The AI should have problems like this too. maybe thats not easy to code. I dont know.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: kurupted on March 06, 2010, 04:43:44 PM
Hello guys. Just registered to say that your work and time spent on getting shizz done in here is really appreciated, huuuuge thanks for this effort. I'd also like to share my insight with current AI you provided so far.


As a starcraft/warcraft veteran player, I found the 5.5 AI version ridiculously easy everytime and on every map I've played. But the 6.0 is a huge step in difficulty which I love ofc :)


I started playing a Terran vs protoss ("normal" AI) and got my ass kicked at first, reloaded  and same situation occured, won but had a few hard moments.(Those damn Colossi+immortals flooding ;) )


When I played against Terran, he seemed to just do basic units or a big spam of Vikings+Marauders, rarely Thors. Was quite easy to counter.


I havent got a chance to play against zerg, and with several AI FFA they were dying first to enemy force. Not gonna judge though, imo Zerg are quite a bit harder to play (decently) than the other 2  factions.


What I didn't experience is a strong air force and base defenses(few random turrets in some weird places), propably my bad luck. ^^


Nonetheless, once again - great fuckin' job on this, sc2 is sure great even in sandbox ^^.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Razredge on March 06, 2010, 05:05:29 PM
Played a few games now.


And here's what worth noting:
-Zerg would burrow, and try to ambush my units.
-Zerg evolved Overlords into Overseers in order to have detectors.
Didn't really get the feel of the Terran AI, it did poorly on the FFA games I had, which leads me to believe the Protoss and Zerg AI are better.
-Protoss had Stalkers use blink in combat.
-Protoss had way better unit variety than earlier versions.
-Late game Protoss goes for mass carrier+void rays... was kinda hard to counter.
-AI did research tech and upgrades.
-Zerg Queen never went to use creep tumor.
-There was only one Queen, should have one each hatchery.


Thing AI did lack was micro... And now it wouldn't retreat till the bitter end, even if it wouldn't stand any chance at all.
AI early/mid game strategies weren't very efficient... I tend to wall off in the beginning.
AI did lack of defense in the main base, and could have a bit more defense overall too.


I guess this is what I have to say by now... later I might come back with a bit more info.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Valen on March 06, 2010, 05:29:35 PM
Haven't scimmed through the thread, but does the AI (at least in Standard Version) delay their initial attacks at the start? V5.5 saw them attacking in masses at the start. Dunno, seems to me that v6.0 is a little bit easier.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: killabyte on March 06, 2010, 05:35:51 PM
i finally got beat.  in past games of 3 on 1 i usually see one AI get wiped out within the first 10 mins or so.  this time though they were all 3 still around.  i kept foolishly messing wtih a protoss base and anyway, long story short, i got my ass whooped from messing around.  i had lvl 3 upgrades on all my infantry too.


much tougher than the last game i played.


@Valen i would think with the various early,mid, and late game strategies this AI uses that you won't be able to say if they will rush you or not.  if i've understood what i've read correctly it will be a matter of chance.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: GraveUypo on March 06, 2010, 05:47:10 PM
Best version so far, fixed that annoying "dancing" they did with their units when they see they can't win, which made they lose their entire army for nothing.

I play the cheating version (as it's the only one that gives me any trouble at all), and it's challenging enough to entertain me, but promotes too much turtleing. can we have a cheating AI that has the extra resource output but NOT the entire map revealed? it'd feel a lot more natural than now. i really hate the amount of effort needed to get a single far expansion when they can see it as soon as i start building.



on another topic: I see people complaining the AI can't deal with backhanded tatics like mineral harassment with cloaked units / reapers when playing 1on1. But that's asking too much from an AI. If anyone remembers you could easily beat AIs 4on1 in starcraft1.

actually, is there a way to make the matches all vs me, or 2 teams instead of FFA? FFA kinda sucks because sometimes you don't get to fight them at their full force and 1 on 1 is just too easy.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: pixartist on March 06, 2010, 05:51:24 PM
Quote from: Enox on March 06, 2010, 04:40:04 PM
There's a lot of talk about this AI being so easy. I feel like everyone ignores novice players. I'm not a complete n00b, I used to play SC1. I'm just more of a casual player. I don't mass produce units and buildings as fast as the AI does. I feel likes 6.0 Easy..is Hard. 5.5 Was easier yes, I could play against AI and win a lot, But the AI was boring, did the same thing all the time. I dont want to play the older AI. I dont feel like the AI being smarter should always make them harder to play. The nice thing about 6.0 is that its more intelligent, not as weird and twitchy and smarter about expanding. But its fast. much faster than me. Doesn't seem easy at all. Or fun for a casual player. The AI should make mistakes too. Maybe I forget to build units when I was distracted with a battle. The AI should have problems like this too. maybe thats not easy to code. I dont know.


excuse me, I never played any RTS before and I beat any AI easily, you must be doing something VERY wrong
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Maverick on March 06, 2010, 05:54:14 PM
Wow nice work.
I'm not sure if others are playing the same AI as me. But this is good.
I played 3AI+ me FFA, They had fair size armies, I took on two of them at the start all out offense, no sunkens. Thinking last AI gone dumb. SURPRISE! 12 CARRIERS? Shield and Weap upgraded? gg for me.
That's the first game. The 5 more that followed were good also. The trick is to pissed all them off early, so they go for you. Hahaha that's just me.
GW GW GW on new AI
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: r3ddrag0nx on March 06, 2010, 05:54:39 PM
a little on the zerg ai:

- base is still not fully saturated (drone count at 14)
- first 22-24 lings sent on a suicide run (i had bunker up w/ 4 rines, 1 rine and 1 marauder outside. instead of attacking the bunker, perhaps they should either sit back and wait to ambush my troops or head str8 to my mineral line and take out scvs)
- around the 5 minute mark, they have an abundance of minerals (700~) and larvae that are not being used (8 larvae)
- they then throw 2 extractors up (not neccessarily great b/cuz only one is fully saturated and the other one just sits there - also their drone count is low so extractors lower mineral intake), a roach warren, start producing some drones and lings (which is good, but by the time the warren is up, they have no larvae to make roaches asap). also, they upgrade their hatchery to lair (good idea as i was going for banshees)
- at the 8 minute mark, they are now near saturation and are consuming minerals at a good rate. they decided to expand, but didnt have defence to stop my attack (only had some lings vs my small group of marauder, hellion, rine)
- they never use spine/spore crawlers (could be good thing, but only if they are spending the resource)

that's it for now. banshees ripped apart base cuz no defense ^^
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Maverick on March 06, 2010, 05:58:10 PM
Quote from: pixartist on March 06, 2010, 05:51:24 PM
excuse me, I never played any RTS before and I beat any AI easily, you must be doing something VERY wrong

This guy has no idea what his talking about. Have you installed the AI? Please keep the bragging to a minimum.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Razredge on March 06, 2010, 06:01:27 PM
Quote from: r3ddrag0nx on March 06, 2010, 05:54:39 PM
a little on the zerg ai:

- base is still not fully saturated (drone count at 14)
- first 22-24 lings sent on a suicide run (i had bunker up w/ 4 rines, 1 rine and 1 marauder outside. instead of attacking the bunker, perhaps they should either sit back and wait to ambush my troops or head str8 to my mineral line and take out scvs)
- around the 5 minute mark, they have an abundance of minerals (700~) and larvae that are not being used (8 larvae)
- they then throw 2 extractors up (not neccessarily great b/cuz only one is fully saturated and the other one just sits there - also their drone count is low so extractors lower mineral intake), a roach warren, start producing some drones and lings (which is good, but by the time the warren is up, they have no larvae to make roaches asap). also, they upgrade their hatchery to lair (good idea as i was going for banshees)
- at the 8 minute mark, they are now near saturation and are consuming minerals at a good rate. they decided to expand, but didnt have defence to stop my attack (only had some lings vs my small group of marauder, hellion, rine)
- they never use spine/spore crawlers (could be good thing, but only if they are spending the resource)

that's it for now. banshees ripped apart base cuz no defense ^^
Another HUGE problem with the Zerg AI, is that the AI will make just one Queen, and that's it. It will never make a replacement Queen in case it dies, and the other hatcheries don't have their Queen.


And this is worse on the Zetg, but it does happens to every race, if you keep harassing the workers in the AI natural expansion, it will just keep building workers and more workers to replace the fallen ones, but they don't build an army to counter your attacks, as long as you don't destroy it's expansion's main building.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Enox on March 06, 2010, 06:04:04 PM
Quote from: pixartist on March 06, 2010, 05:51:24 PM
Quote from: Enox on March 06, 2010, 04:40:04 PM
There's a lot of talk about this AI being so easy. I feel like everyone ignores novice players. I'm not a complete n00b, I used to play SC1. I'm just more of a casual player. I don't mass produce units and buildings as fast as the AI does. I feel likes 6.0 Easy..is Hard. 5.5 Was easier yes, I could play against AI and win a lot, But the AI was boring, did the same thing all the time. I dont want to play the older AI. I dont feel like the AI being smarter should always make them harder to play. The nice thing about 6.0 is that its more intelligent, not as weird and twitchy and smarter about expanding. But its fast. much faster than me. Doesn't seem easy at all. Or fun for a casual player. The AI should make mistakes too. Maybe I forget to build units when I was distracted with a battle. The AI should have problems like this too. maybe thats not easy to code. I dont know.


excuse me, I never played any RTS before and I beat any AI easily, you must be doing something VERY wrong




Well if you're so wise, tell me what you starting strategy is for Terran. By the time I have 2 Barracks and a wall built an entrance (blistering sands map) and one bunker and about 10 marines and few marauders I'm getting mauled by much larger army. This is way early on the map. Is it possible theres something wrong with my install of SC2? A script hanging around that doubles their unit production? Seriously I'm open to ideas. It's the same with any race i've played. By the time i have an army up theirs is twice as big. Maybe i'm not managing my resources well? I never let resources build too high without using them up. SHould I skip marines and go right for marauders as soon as I can to stop the rush? Im Stumped. I'm getting destroyed.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: turdburgler on March 06, 2010, 06:12:55 PM
Thanks for the feedback guys, it's made an interesting read.

V6.1 is coming out tonight with the following fixes:

Quote
Changelog:
- AI will attempt to counter air units.
- Expansion code fixed, after taking out the AIs main he'll re-organise at a different location. He'll also rebuild expansions if they're destroyed.
- Chrono boost is in, thanks to Aeg1s for working this one out.
- Zerg will now build a queen for each expansion.
- Defence code has been improved, AI will defend bases depending on how much they're contributing to the economy.
- Minor tweaks to make the AI more of a challenge.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: orbb24 on March 06, 2010, 06:16:44 PM
6.1 sounds great. Exactly what it needs. Looking forward to it. Already greatly impressed with 6.0. Heck I even finally lost a match. I think mainly because I have been getting lazy but hey the AI normally didn't beat me when I was lazy so very impressed. Keep up the great work!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: limonel25 on March 06, 2010, 06:26:33 PM
Thanks for putting up a donation link, can finally give back!


Didn't get to toy around with 6.0 much, but the few games I had were great. I'll be sure to list my feedback on 6.1 in more detail. Only thing I could note is much more workers at expansions (especially Zerg as they lose workers via defense buildings). Good to hear about Air defense.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: krixz on March 06, 2010, 06:30:45 PM
Quote from: turdburgler on March 06, 2010, 06:12:55 PM
Thanks for the feedback guys, it's made an interesting read.

V6.1 is coming out tonight with the following fixes:

Quote
Changelog:
- AI will attempt to counter air units.
- Expansion code fixed, after taking out the AIs main he'll re-organise at a different location. He'll also rebuild expansions if they're destroyed.
- Chrono boost is in, thanks to Aeg1s for working this one out.
- Zerg will now build a queen for each expansion.
- Defence code has been improved, AI will defend bases depending on how much they're contributing to the economy.
- Minor tweaks to make the AI more of a challenge.

I just want to say thanks TURD. Your work for No-beta community is really nice.

Greetings from Chile.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: kurupted on March 06, 2010, 06:46:22 PM
Just finished another lost game, got mauled by protoss from one side and zerg from another, bad timing I guess =P


...and cheers for the 6.1, awesome job.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Startrance on March 06, 2010, 06:54:21 PM
Just finished a game VS a cheating 6.0 AI Protoss, quite challenging, but still way to easy  8) best AI though, good work with the AI uppgrade.

Cant wait for this game to hit stores so i can play against other human beings  ;D
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: DemonStalker on March 06, 2010, 07:03:29 PM
So yeah, I was wondering why I was winning so much, then I realized that I never changed the game speed from Normal to Faster.  Lost every game after that.  :(
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: cloak123 on March 06, 2010, 07:12:00 PM
Quote from: turdburgler on March 06, 2010, 06:12:55 PM
Thanks for the feedback guys, it's made an interesting read.

V6.1 is coming out tonight with the following fixes:

Quote
Changelog:
- AI will attempt to counter air units.
- Expansion code fixed, after taking out the AIs main he'll re-organise at a different location. He'll also rebuild expansions if they're destroyed.
- Chrono boost is in, thanks to Aeg1s for working this one out.
- Zerg will now build a queen for each expansion.
- Defence code has been improved, AI will defend bases depending on how much they're contributing to the economy.
- Minor tweaks to make the AI more of a challenge.

sounds nice, alot of my problems i had are being fixed i see ^_^  i look forward to it.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: creamsoda on March 06, 2010, 07:20:55 PM
@Turd

I'm thinking of playing a few games vs your AI, and recording them, then upload them onto youtube, so you can see where your AI needs improvement.

Or even better, if you could copy my build order from my videos.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Bodzilla on March 06, 2010, 07:45:05 PM
Quote from: turdburgler on March 06, 2010, 08:16:06 AM
Feedback seems to be around 50/50.

Half love it, half think it's too easy. To the second half, you guys have to realise, you're playing against what we've only been working on for a week, it's not going to be great against your walls, or your cheese. It might not ever be, we can only play with what Blizzard have given us and it's really not that much.

As far as countering goes, we are yet to find a foolproof method, we tried to offset that in this version by giving the AI a mix of units in his attacks. As well as making him build a good amount of AA in his bases. But it seems from feedback you're not happy with it.

v6.1 will come this weekend with the build orders fixed and a few other fixes I didn't get around to doing late late night.
it's very good as is its just they dont seem to build speciality units against air assaults.
I'd see attacks and 90% of the attackers had ground only attacks.




i think i've said attack far too much lol.
but yeah
A couple collosus a heap of immortals and only 1 or 2 stalkers.
sitting ducks against air attacks
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: devinmorris on March 06, 2010, 07:47:47 PM
ET of A for 7.0?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: crt on March 06, 2010, 07:50:02 PM
A thought on scripting, just in case you haven't thought of it.

To script countering, you can do the followings:

- Each unit has counter1-3
- Same with building/tech: counterbuilding1-3 OR countertech1-3

Detection:

IF detect UnitX THEN {
build CounterUnitX until CounterUnitX*minerals/gas > enemy unitX's minerals/gas
then attack
}

Of course it's going to overflow with so many counters, so just pick the top 3 counters, ie. giving each counter an index value as in CounterUnitX_Index = CounterUnitX+Index + 1;


During battle:

IF army's size < 0.5 enemy's army size Then {
retreat
}

This way you can let the AI deviate from the initial build orders.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: student1432 on March 06, 2010, 07:52:53 PM
I played standard 6.0 and saw great improvement from 5.5. I played Z v Z. I went mutas and interstingly after harassing one of the computer's expansion it built like multiple spore colonies on its base and expansions (i left to defend my base and came back). It seemed like the ai responded to my mutas. The comp actually massed zerglings many times and owned my economy by rushing upgraded zergs while i used mutas to defend and counter. If the ai went more hydra then spore maybe it would have won. I won eventually with the op guardians.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Servitor on March 06, 2010, 08:06:21 PM
I'm somewhat of a casual gamer, and it's taking some time, but I'm figuring out how to handle most situations. Most importantly, I'm having a LOT of fun and already missed a not so important meeting. lol


Is there a thread that discusses build orders and how many workers per mineral cluster? I've looked a bit and haven't found any. For any other casual gamers, who are having trouble you might also want to look at the build orders for some of the more experienced players.


Also use ALL of the little tweaks as they make a big difference (queen spawn boost, protoss chrono-boost) I overlooked them first and they helped a lot when I used them.


Thanks for all of the selfless and I'm assuming unpaid work, all you techie geeks :)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: creamsoda on March 06, 2010, 08:23:55 PM
QuoteAs far as countering goes, we are yet to find a foolproof method, wetried to offset that in this version by giving the AI a mix of units inhis attacks. As well as making him build a good amount of AA in hisbases. But it seems from feedback you're not happy with it.

Problem is the AI doesn't have any defense AT ALL.

For zerg, make the AI build more spine crawlers.
Terran: more bunkers and siege tanks
Protoss: more cannons

The AI doesn't use much of its minerals. After mid-game, it has waay too much unused minerals. Make good use of those minerals by building defensive structures as stated above.

Also, try making the AI get more far-range units. Units that can shoot very far. ie: siege tanks (with siege upgrade), and colossus with range upgrade.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: nestlequ1k on March 06, 2010, 09:34:35 PM
v6 is really a huge improvement. Played Blistering Sands half a dozen times. Lost 4 games, and the 2 that I won were by a hair. On one win, I had to use SCVs to take out the last of their buildings as they'd decimated my entire army.


Having tons of fun with it. Thanks again Turdburgler!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Schrii on March 06, 2010, 10:13:07 PM
When I play with 6.0, I still get that message on the side of the screen saying that its 5.0, is this normal, or do I have a problem, as usual? :P
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: DemonStalker on March 06, 2010, 10:21:00 PM
Definitely a problem.  I suggest using LazyLaunch instead of those GUI launchers.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Schrii on March 06, 2010, 10:21:36 PM
ummmmmm...............that's what im using........
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Schrii on March 06, 2010, 10:32:08 PM
Quote from: DemonStalker on March 06, 2010, 10:21:00 PM
Definitely a problem.  I suggest using LazyLaunch instead of those GUI launchers.


Im gonna see if a Clean Install fixes the problem, probably will.
P.S Sorry for double-post
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: maxoxpower on March 06, 2010, 10:36:40 PM
protoss must build some sentry using the power from them...they just use zealot and stalker all the time and  at the end , just carrier... no collussus or other units :(
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: devinmorris on March 06, 2010, 10:39:36 PM
6.1 is great! Thanks!

ET of A till 7.0?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Nova on March 06, 2010, 11:15:39 PM
Nevermind, game was running slow because I didn't extract base.s2data into a triggerlibs folder.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: nestlequ1k on March 06, 2010, 11:50:09 PM
Hah. AI isn't too bright at late game stuff. On 4 player metalopolis, the Zerg cleared the entire map with ultralisks and zerglings. I had 5 battlecruisers and they destroyed my base. I did a mass SCV migration, then built supply depots hidden across the map and after half hour of attacking and repairing my 5 battlecruisers, ended up winning.


Probably a bug in the fact that Zergs don't seem to build air units. And at the end they sort of shut off unit production even though they have like 7 bases.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: orbb24 on March 07, 2010, 12:19:05 AM
Quote from: devinmorris on March 06, 2010, 10:39:36 PM
6.1 is great! Thanks!

ET of A till 7.0?
Where are you getting 6.1? All I see is 6.0 still.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: ultmateq on March 07, 2010, 12:39:21 AM
6.0 is great, take your time for 6.x or 7. Because 6 is proving to be quite challenging. We are even at 2/2, next map decides who wins OSL! (I am fantasizing of course.)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Katie Drake on March 07, 2010, 02:15:50 AM
Hey, signed up to say thanks and also to ask for some help.

Whenever I apply AI 6.0 and start the game using LazyLauncher2 the game will start with the fog of war all over the map and there are no bases or units at all. Everything's just... empty. I have no minerals or gas and a population of 0. Does anyone know what might be going on?

Thanks!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: vitalsine on March 07, 2010, 02:17:42 AM
This was a huge improvement over 5.5 IMO. Couple things I noticed...

1v1 Kulas Ravine TvP

1. I built one of my expansions in a base where both ends were blocked by boulders. The AI was too dumb to destroy the obstructions and just stood there. When I approached on the clifftop they ran off, but kept coming back which let me pick them off. I have to say, if I wasnt able to do that I would have lost.

2. I noticed that they did not build one single air unit. They did tech out their ground forces to the max, and they had tons of ultras. Almost too many though. Nice to see a variation of units though. I saw Zerglings, Hydralisks, Ultralisks, Benglings or whatever, and I think that is it.

3. The AI did not expand uncontrollably. They had 4 bases, but in previous versions I found that they were occupying all areas on the map that I was not. Lots of defenses and they had some burrowed lings defending. 2 out of 4 bases had queens.

4. The AI forces replenished quickly, almost too fast though. I feel like they should have come in maybe 3 big waves instead of 6 smaller ones. That may have been more effective.

I will post more analysis as I play against other races. Although I did enjoy 6.0 so far. Just play with what they give you. I did not build any air units myself, keeping it even. And it was a great match! They kept building men at the end instead of just sitting there!

Kudos!!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: vitalsine on March 07, 2010, 02:19:02 AM
Quote from: Katie Drake on March 07, 2010, 02:15:50 AM
Hey, signed up to say thanks and also to ask for some help.

Whenever I apply AI 6.0 and start the game using LazyLauncher2 the game will start with the fog of war all over the map and there are no bases or units at all. Everything's just... empty. I have no minerals or gas and a population of 0. Does anyone know what might be going on?

Thanks!

Are you sure your running the correct maps? Try downloading Syk0's map kit, it has everything youll need and they all work flawlessly. With the new StarCraft Launcher 2.0.2 you can choose yours and AI races, as well as colors. Great launcher. It uses LL2.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Chain[s]aw on March 07, 2010, 02:19:45 AM
Quote from: Katie Drake on March 07, 2010, 02:15:50 AM
Hey, signed up to say thanks and also to ask for some help.

Whenever I apply AI 6.0 and start the game using LazyLauncher2 the game will start with the fog of war all over the map and there are no bases or units at all. Everything's just... empty. I have no minerals or gas and a population of 0. Does anyone know what might be going on?

Thanks!

do you have any other a.i's in your starcraft 2 beta folder? do you haev a 'trigger libs' folder.. if so get rid of it if its inside the starcraft 2 beta folder
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: silentbob on March 07, 2010, 02:23:44 AM
Quote from: killabyte on March 06, 2010, 12:22:47 AM
and while you're in there go into "mods" and then "liberty.sc2mod" and delete base.sc2data and extract the file you downloaded again. 


Thank you so much killabyte!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: kblood on March 07, 2010, 02:24:10 AM
Quote from: vitalsine on March 07, 2010, 02:19:02 AM
Quote from: Katie Drake on March 07, 2010, 02:15:50 AM
Hey, signed up to say thanks and also to ask for some help.

Whenever I apply AI 6.0 and start the game using LazyLauncher2 the game will start with the fog of war all over the map and there are no bases or units at all. Everything's just... empty. I have no minerals or gas and a population of 0. Does anyone know what might be going on?

Thanks!

Are you sure your running the correct maps? Try downloading Syk0's map kit, it has everything youll need and they all work flawlessly. With the new StarCraft Launcher 2.0.2 you can choose yours and AI races, as well as colors. Great launcher. It uses LL2.
So far it can only pick the number of players on the map, and what players to be AI, human or disabled. The other functions are planned to come, and from what I read rumor wise, they might be finding a way to change races and colors soon. Someone found a way to make everyone Terran, so thats a start :)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Katie Drake on March 07, 2010, 02:27:20 AM
Quote from: Chainaw on March 07, 2010, 02:19:45 AM
Quote from: Katie Drake on March 07, 2010, 02:15:50 AM
Hey, signed up to say thanks and also to ask for some help.

Whenever I apply AI 6.0 and start the game using LazyLauncher2 the game will start with the fog of war all over the map and there are no bases or units at all. Everything's just... empty. I have no minerals or gas and a population of 0. Does anyone know what might be going on?

Thanks!

do you have any other a.i's in your starcraft 2 beta folder? do you haev a 'trigger libs' folder.. if so get rid of it if its inside the starcraft 2 beta folder

Ah, it was that damn 'trigger libs' folder. I removed it from the Starcraft II beta folder and now the AI works like a charm. Thank you kindly, my good sir!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: EVILDeath on March 07, 2010, 02:46:29 AM
I don't know what you're talking about - 6.0 is a great improvement over previous versions. I somehow managed to win 5.5 standard three times in a row, though it wasn't easy for me. But I can't defeat EASY edition of 6.0 even once! Tried several times. I'm not an hardcore RTS player, of course, so I mostly think "single-threaded". And didn't play SC1, only WC3.
I go in early attack, and he already has more units than me. I go in defense, and he either destroy me in the first wave, of I stand 3-4 waves and finally don't manage to rebuild forces and he destroys me then. Maybe I should've started walling or kiting like those "pro players" out there. But it would be very mean to the mentally handicapped (by Blizzard & in purpose, I suppose) AI. I play on the "faster" game speed, so maybe it would somehow be easier on "normal", but it's just too boring.


You did a very good job to make the AI hard, utilizing that pile of script prototypes provided by Blizzard. I'm even thinking of easing the "Easy edition" more myself :) ) So continue to make "easy" editions, please :) For those who did not play a billion RTS games but still want to play Beta without Beta key :) Hurray for the 6.1 "cheating", "standard", "easy" and, just in case, "noob" version :) )

B.T.W., how do you people know how many minerals A.I. had at the certain point of game? I thought it's possible only in replays, and I don't see any way of saving the replay here. Did download and watch a couple of HUMAN replays, though. Was rather boring to see tactics like "Build 11 barraks and flood everything with marines and marauders". Again, I'm not familiar with RTS tactics, maybe it's how it supposed to be played... But in this case I prefer to remain a beginner :) )
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: vitalsine on March 07, 2010, 03:09:03 AM
Terran AI brings the pain
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Sandwich on March 07, 2010, 04:25:17 AM
This is completely off topic, but is it possible to re-enable replays with Lazy Town 2.0 yet?


The patch notes say that replays from the first version of SC2 beta work, but no replays work for me at all.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: paranoid on March 07, 2010, 04:57:29 AM
v6 is a lot better than earlier versions. This is the first time I had real difficulties beating it. I kept getting rushed.

So I decided to play as terran and go directly to an island on lost temple and make nukes to destroy all AIs (4 player FFA).
It didn't work out as nicely as expected and I made a lot of mistakes (lots of failed nukes), but after one protoss AI destroyed all others, I managed to finish it off very slowly thanks to it being too stupid to attack islands.

Instead of continuing to expand (I only controlled 2 islands and had to send SCVs by dropship once to get gas and cristal) and making mass carriers for example, it kept sending in observers and phoenixes one at a time against a wall of turrets, while its ground army patiently waited in some spots, not avoiding any nukes.
It only managed to take one of my islands due to insufficient turret walling.
Also didn't destroy all structures it saw and left me 3 missile silos there.

I played against the cheating v6 by the way.

So it's better, but still stupid sometimes.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: maartendq on March 07, 2010, 05:22:23 AM
I just wanted to say thanks to the bot development team. I've had no luck this far in getting selected for the closed beta but now I can at least play the game I've been waiting for for quite some time.

Thanks and keep up the good work!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: flatounet on March 07, 2010, 05:38:29 AM
i got some bug :

i just played 5 games ,with AI 6.0 (cheat)

3 vic,2 lose i want to put 6.0 no cheat :

i change file Base.SC2Data
start SC2 : i got 3 IA 6.0 enable or started on left or the screen


but game no work : player no revelated ,no longer any force ...
ok may be map have prob ,
i change map w working one (LT 3x : last played before working fine)

same error :

ok IA 6.0 bug ,i change to the file used just before : the bug continue .....
i cant play SC2 now ....

i do re-install SC2 ?
or from where come the bug ?

i nerver finish SC2 with task manager ,always F10 E E .....
thank's

forced update of SC2ALLin1.exe (new install) : after same bug
deleted map ,restored from rar archive : same bug
-> i do re-install SC2 ......

someone know how to stop this bug ??
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: mysticalmage13 on March 07, 2010, 05:46:04 AM
Yes! Finally registered, so first of all, i would like to thank you for continuing to create great a.i.'s. Each version is an improvement. Just finished playing a game against 3 a.i.'s and got smashed by their carrier build. My first defeat and my first time playing against 3 a.i. Playing against 1 a.i. was getting too easy so tried 3 and got pawned! Love your a.i. and continue making more versions. Thanks!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Darkov on March 07, 2010, 06:00:35 AM
Quote from: vitalsine on March 07, 2010, 03:09:03 AM
Terran AI brings the pain
True, true.

I played on Metropolis FFA with 5 Terran and i was Prottoss. So i was prepearing an attack and then a terran attacked me with an enormous army and killed my expansion. As i was rebuilding it another terr attacked me, but this time i had immortals and i won. At one point i decided to build carriers and as i had 4 carriers a terr attacked me with 12 battlecrusers! I was not prepared! They owned my 14 stalkers 1 archon and 4 carriers but at leats i brought down 3 battles. After my main was destroyed they attacked my 2 expansions, which had cannon towers so i broth down 2 more and the rest were damaged. While they destroyed my expasions i build another one and i build many cannons. Managed to destroy 5 more so two were left. At that point i had build another expansion(much minerals i had, no gas). With more towers i broth them down. Then i took over another expansion and the rich mineral field. I builded up 24 stalkers and 2 colossus and attacked the terr. But it was VERY easy. He didn't had any more minerals in his base and one expansion. The rest of the terran were destroyed(it was ffa). There was another terr, but he was also out of minerals in 2 expansions and main. So i killed them. But if they had minerals, they would own me. And there were still two rich mineral fields unmined(the other expansions were out minerals and only 3 had minerals but i had build there).

My Point is that the computer doesn't build an expansion when he doesn't have minerals. I mean he should build an expansion while he still can. Once his minerals are exhausted he is dead.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Bedervet on March 07, 2010, 06:20:39 AM
Nothing to say but GG guys.

-AI is no more trying to escape and so lose less units.
-When He  attacks, he destroy all the base if he can.

-Protoss are particulary dangerous with a big variety of units in middle game

-I want to precise for people complaining THAT YOU HAVE TO PUT SPEED TO FASTER:
AI is more effective against humans at faster cause he reacts on the same way as in normal speed but you don't....

So even if this AI is easly beat vs any Hasus player, I don't see differences with this one and the many AI I had the opportunity to play against in various games. So again good job again guys. Every new updates are extra fun now.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: turdburgler on March 07, 2010, 06:37:54 AM
Thanks for the continued feedback, I couldn't get 6.1 out last night, but I will get it out today. It's a big improvement.

For anybody having trouble running the AI, install it manually, make sure you have no triggerlibs folder then use the StarCrack Launcher. They're made for eachother.  ;D

http://darkblizz.org/Forum2/sc2-tools/starcrack-launcher-with-color-and-race-selection/ (http://darkblizz.org/Forum2/sc2-tools/starcrack-launcher-with-color-and-race-selection/)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: JoeB on March 07, 2010, 06:44:01 AM
Yo,

Awesome. Tx for a great AI guys.
As a programmer myself i'm interested in how the AI is implemented and what can be achieved.

The different openings, mid and end games are great, but can only be a starting point for a great AI. (Just some constructive input here)

i.e. For me, Sc is about countering the opponent. Therefore, an AI that adapts on the battle field is always going to beat one with a fixed build order. Build orders are just there as 'good openings', if i can use a term from chess. After that, the AI like a human player, needs intel on how to proceed to counter the opponent. So whilst the different variations are great, and i'm loving the current AI, what we really need is an AI that can adapt to our gameplay. It should use build orders as rough guides only. But most importantly, it needs to adapt and adjust those build orders to counter the opponent.

Keep up the good work and thanks for a great AI,
JoeB
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: creamsoda on March 07, 2010, 06:53:38 AM
Quote from: kblood on March 07, 2010, 02:24:10 AM
Quote from: vitalsine on March 07, 2010, 02:19:02 AM
Quote from: Katie Drake on March 07, 2010, 02:15:50 AM
Hey, signed up to say thanks and also to ask for some help.

Whenever I apply AI 6.0 and start the game using LazyLauncher2 the game will start with the fog of war all over the map and there are no bases or units at all. Everything's just... empty. I have no minerals or gas and a population of 0. Does anyone know what might be going on?

Thanks!

Are you sure your running the correct maps? Try downloading Syk0's map kit, it has everything youll need and they all work flawlessly. With the new StarCraft Launcher 2.0.2 you can choose yours and AI races, as well as colors. Great launcher. It uses LL2.
So far it can only pick the number of players on the map, and what players to be AI, human or disabled. The other functions are planned to come, and from what I read rumor wise, they might be finding a way to change races and colors soon. Someone found a way to make everyone Terran, so thats a start :)

Use the new StarCrack Launcher rev25. You can select race & colors on that one.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: monkit on March 07, 2010, 08:14:15 AM
love the new v6.0 just a note though, the AI does not dance around the spot any more  ;D YIPPEE~! but the workers does when they want to scout ur base. Much harder than the previous. Keep up the good work  :-*
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Lenor on March 07, 2010, 08:17:53 AM
Thank you turdburlger,waiting for 6.1....6.0 wasn't a big improvement from 5.5 but 5.5 is excelent,I'm playing that one now and I hope 6.1 will be at that level.
Thank you again!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: unre4l on March 07, 2010, 08:34:03 AM
Thank you guys !!  ;) ;)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: godspiral on March 07, 2010, 08:48:58 AM
btw, the AI is stronger and more varied on 4 player maps. like bw.  (probably 6 player ones too)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: sercul on March 07, 2010, 09:30:29 AM
thanks for the AI, this AI is very good!
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Bluefish on March 07, 2010, 09:41:03 AM
at first i like to thank you for your great work...
Now my question...i was playing with the Standard AI as Terran.
I had a few units (12 of them in bunkers + 2 tanks and around 10 other units) when first wave of my opponent (PROTOSS) arrives.
I had zero chance to stand against him (15-20 zealot units)...i did not make any damage and he kills my units in seconds...are i am playing wrong or whats that?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Buzzard on March 07, 2010, 09:45:18 AM
I beat 5.5, but 6.0 is DAMN HARD!. I lost all matches against 3 bots so far :(. The problem is that you cannot just attack one ai because then the other two gets even more stronger.

Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Jandos on March 07, 2010, 10:01:56 AM
One huge problem of this AI is you can kite all computers army with for example one mutalisk. If he is on his way to your base you can just attack his base with single air unit and he will take all his army back. (even the units which cant even attack air)

So basicaly you can keep him in his base forever ....  ;)
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Abstract on March 07, 2010, 10:05:06 AM
First of all thanks a lot for these great AIs
Never thought I could enjoy some SC2 matches before the official release.

Now to be honestly I havn't won a game yet xD
I'm new to strategy games and my experience is limited to theoretical parts.
I was playing Starcraft and Warcraft III before but I havn't put much time in it.

Currently I'm trying to rush Easy v6.0 AI with zerglings/Zealots on 2 player map.
This is the only way I have a chance to win, I can't stand his waves unless I play
ultra defensive or abuse the lacks of this AI. Damn hard opponent for me.

I highly recommend playing in slow-mode for everyone who keeps loosing.
It's a good chance to improve your micro/macro.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: marauder2ii on March 07, 2010, 11:04:26 AM
Fantastic work.  I noticed 5.5 did alot of bouncing in and out of range losing units before finally committing to an attack.  6.0 no longer does this and therefore is better.

It feels like the assaults the AI launches are far more concerted, but I always get the feeling that the AI doesn't go for the kill when it gets the chance.

Often times I'll just narrowly survive an attack and my frontline defense will be broken but I won't be attacked for a while afterward, giving me the precious time to rebuild.

While this is nice, it's also not very challenging.

Overall, good improvement from 5.5, thank you very much for your work guys and I look forward to the next update.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: orbb24 on March 07, 2010, 11:16:31 AM
How are you guys changing the game speed? Is there a file for that I need to download? I would like to play on the faster setting like back in BW. Would make it better imo.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: slackr on March 07, 2010, 11:26:02 AM
Quote from: orbb24 on March 07, 2010, 11:16:31 AM
How are you guys changing the game speed? Is there a file for that I need to download? I would like to play on the faster setting like back in BW. Would make it better imo.


Press the + sign on the numpad twice.




Regarding the 6.0 release of the AI, nice work! I did notice that the zerg has issues with spending its resources in the cheater version fo the AI, since it only has a hatch with a queen and doesn't exp so fast it is very limited by its larvae, perhaps for 6.1 it could learn to build more hatches when it has alot of money?
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Gregard on March 07, 2010, 11:52:47 AM
Thank you guys for all you effort. The AI in 6.0 is much better! No more moving back and forth, I can have some intense battles now! The cheating version is almost impossible to beat for me, especially on bigger maps! And playing vs the AI in faster speed is just suicide!

Really nice job you guys did, thank you very much for giving us a chance to have fun with sc2 before its release!

Also I cannot believe some people are actually complaining? Whats wrong with you! These guys are working hard to provide you with free entertainment! What more do you want! Jeez
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Darkskeleton on March 07, 2010, 08:21:08 PM
One tiny tiny and specific thing I noticed a minute ago was that when I take control of an enemy SCV with an Infestor and use it to build something (like a command center), it keeps on building it even after the 10 second duration is up. This is not going to be gamebreaking but I figured i'd just add another thing to the list to get to around v15.0. Keep up the good work, playing versus this AI is becoming enjoyable.
Title: Re: StarCrack AI Official 6.0 Feedback Thread
Post by: Neverborn on March 08, 2010, 07:37:07 PM
The protoss 3 gate zealot rush is brutally annoying. No good player would do this since they're totally screwed (no expansion, no tech) if you beat it, and being required to beat it severely limits your early-game options. Them doing such an all-in attack forces you to play responsively and makes XvP games very one-dimensional.

Is there any way to program the AI to not engage if it looks like you will be able to defend? This is one very big aspect of competitive gaming. For example terran/protoss can make some units and THREATEN to attack zerg, in order to force the zerg player to make spine crawlers, zerglings, roaches, or some combination. This causes the zerg to have less drones than they would have otherwise. By not attacking, the other player not only weakened the zerg, but doesn't lose his army in the process and will have a stronger midgame army.

This enables you to program the AI to do strong timing attacks like immortal pushes that aren't possible of the protoss threw away all of his zealot support earlier. I'm not sure if more advanced programming like this is possible at this level, but it would certainly create a much more dynamic game than simply survive consecutive waves of attacks while getting strong enough to kill the AI. Boooring :(