Quote from: whoamI on April 16, 2010, 07:15:02 PM
^ same goes for me.. it seems that he is trying to stack all his forces and this is preventing from moving at all...
Ah... got it. will try to relax the "stacking radius" a bit.
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Show posts MenuQuote from: whoamI on April 16, 2010, 07:15:02 PM
^ same goes for me.. it seems that he is trying to stack all his forces and this is preventing from moving at all...
Quote from: logo on April 16, 2010, 02:42:44 PM
But what is sad about Aiur AI is the fact that he is not defending his first expansion at all.
He did make a large army of zealots, stalkers, couple immortals, 3 colossus and sentry. But they were just standing in entrance to his main base. When i attacked his expansion he didn't move at all, and he was meters away.
Quote from: AlsoKnownAs on April 16, 2010, 01:57:16 PM
Sorry to spoil the party , it's possible to fit everything in one .galaxy file. Provided he re-write the entire routine and not use the default AIThinkDisruptor as pre-written in the XML file.
Quote from: AlsoKnownAs on April 16, 2010, 10:43:25 AM
whoamI, good observation there , however that is one of the build flags which specify the builders to build surrounding the main base or resources (technically, c_nearResource, c_nearChokePoint or some other flag; my point is, it still rely on the flags given/predefined), if you do observe more, you will realize that it builds in the same pattern, no where near the slope/ramp.
Quote from: logo on April 14, 2010, 02:28:09 PM
I set 2 computer players Protoss (Aiur) vs Terran (Starcrack) and Starcrack wins . Aiur build a combination of zealots, sentry and stalker. He even upgraded armor... still starcrack was more agressive and wins in 15min. Try it yourself if you don't believe me.
Quote from: Chriamon on April 14, 2010, 02:41:48 PM
I haven't seen Auir expand, does it currently lack expansion logic?
Quote from: AlsoKnownAs on April 14, 2010, 04:47:27 PM
replaced all the initial function names with cryptic names XD, hence to protect their codes
Quote from: ptanhkhoa on April 13, 2010, 10:11:19 AM
Great AI :thumbsup: , and the most is it can compatible for most AI, even my AI ^^. Eitherway, it still lose my Terran AI for most of the time. ( It can use Guardian Force & Forcefield in my AI ) :
_ Don't product probe frequently, sometimes it stop
_ Some of the build aim for Tech so much that don't spend money for buying soldier, so easy to being rush.
Maybe your AI does not fully compatible with my AI. You can check it to see the result. I'm attached the file below, compare to you my Terran Ai only have 2 build style: Mech & Soldier ( it not using for versus protoss though because it only build Ghost in very late late game. )
Quote from: klaretos on April 13, 2010, 06:52:45 AM
-Since it has full vision why does it make an observer first and then an immortal?
-At 11.53 a zealot attacks my main force and in front I have a marauder heavily wounded, the zealot chooses to attack the healthy one that was nearby and gets killed without killing my wounded marauder. Could you fix that?
-Sentries never used force field or guardian shield.
Quote from: Chriamon on April 12, 2010, 05:52:31 AM
Pretty sure it is a function for the AI to find where it should target its dropattack; that is, finds a base to send a transport with the dropwave's units to perform a drop. It doesn't have to be an island base I think.
maybe you can try running this for all waves w
AIWaveSetType(w, c_waveStateRetreat, AIWaveTargetGatherO(player, c_townMain))