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Messages - notquitefob

#1
I'm getting sc2.exe crashes on the latest beta patch.  6.1.1 starcrack AI (standard edition) w/ lazy launcher 2.

Was working fine, was able to get a game in before this started happening.  Any ideas?

================================================================================
StarCraft II Beta (B14259B)
Time:       2010-03-09 22:50:22.656
Exe:        C:\Program Files\StarCraft II Beta\Versions\Base14259\SC2.exe
Parameters:
Exe Built:  61246-132-132 216:132:212.2180
User:       [redacted]
Computer:   [redacted]
Version:    0.6.0.14259
Branch:     branches/PublicBeta
Revision:   74202
Locale:     enUS
================================================================================
Internal Battle.net Error
--------------------------------------------------------------------------------
----------------------------------------
  Manual Stack Trace
----------------------------------------
DBG-ADDR<00CA917C>("SC2.exe")
DBG-ADDR<3C95CCB7>("Battle.net.dll")
DBG-ADDR<3C91E72B>("Battle.net.dll")
DBG-ADDR<3C91EBAB>("Battle.net.dll")
DBG-ADDR<3C91EBA4>("Battle.net.dll")
DBG-ADDR<3C91ED29>("Battle.net.dll")
DBG-ADDR<3C91EDE6>("Battle.net.dll")
DBG-ADDR<3C9AE116>("Battle.net.dll")
DBG-ADDR<003529BB>("MSVCR80.dll")
DBG-ADDR<00352A47>("MSVCR80.dll")
----------------------------------------
  DbgHelp Stack Trace
----------------------------------------
DBG-ADDR<00CA917C>("SC2.exe") (08596B78,6549DBC3,5C656863,6E776F44)
DBG-ADDR<003529BB>("MSVCR80.dll") (6E776F44,7C80B729,007F7670,5C656863)
DBG-ADDR<00352A47>("MSVCR80.dll") (003529E1,007F7670,00000000,00000000)
----------------------------------------
  Code
----------------------------------------
00CA917C: B9 01 00 00  00 E9 9A FC  FC FF CC CC  CC CC CC CC  ................
#2
Not enough Pylons / Re: TvP Carrier Defense?
March 08, 2010, 04:57:29 PM
BCs w/ Y-cannon works well for me.  Although that'd require you to tech up the wrong branch.  Best bet would be to beat them early-mid game if you're going the MM/reaper/tank route.
#3
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.
#4
I think what you guys are doing is great and hopefully with your efforts, Blizzard will continue to evolve their AI even after the official release, unlike the stale AI we ended up with in SC1.


I'm curious if the FFA limitation is caused by the Launcher or map, and if it's possible to team up the AI.  It would of course increase the difficulty substantially.  I remember reading somewhere that FFA is all we get, but I don't recall if anyone ever posted a reason.


Either way, thanks for the hard work, and I look forward to trying out 6.0.
#5
Tried this out last night and it's definitely a noticeable improvement from v3/4


Good: 


- I massed M/M w/ Terran, and went out mid game to attack.  My sound was off, and before I realized, my base had gotten wiped out by a team of Stalker/Zealots even though I left behind two bunkers and 3 siege tanks.  Definitely a bit harder than v3/4.


- Terran enemy will harass early/mid game with helions, which made the game more interesting as things progress. 


- Not as much "single build" strategies and more of a mix of units.  Earlier versions tend to have all Vikings, all Archons, etc. strategies.


Constructive Criticism:


- Playing metalopolis, when I'm on high ground, I can shoot at passing enemies with Stalkers and rather than coming up to attack me, they sort of just run back and forth underneath.  I had 2-3 zealots @ the ramp, so it was definitely not a threat for the 9-10 roaches that I was shooting at.  Reminds me of the behavior of enemies in SC1 when you turtle in with Supply Depots.


- If you don't attack early game, one AI usually will get taken out by another AI, which makes the game easier because by mid game, a second AI will usually lose as well.  If you put up a solid defense and tech up, you can stay untouched until end game and just take out the last AI.  It's been asked if melee 1v3 could be enabled versus 4 player FFA.


- Terrans are smart enough to scan for cloaked enemies when under attack, but Zerg/Toss are not smart enough to have detectors when roaming about.  Was able to easily wipe out Zergs with DTs by waiting for them to leave their base in masses and then going in with Zeals to finish the base.


Big thanks to the StarCrack team for providing us with someone to play with... the sandbox was awesome, but definitely got old after an hr or two = ) 


One additional comment is that I feel like the StarCrack AI v5.5 as is already feels better than the SC1 one built by Blizz = p
#6
General Discussion / Re: Just a quick thanks!
March 01, 2010, 10:50:52 AM
just joined the forum to show my appreciation.


thanks everyone !